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Found 178 results

  1. Hello, just reporting on a bug I have been encountering recently that I have finally found the root cause of. When setting up a Zeus v Zeus mission I wanted to have a limit and natural regeneration of either Zeus' resources. (So they couldn't just spam a bunch of units and overwhelm the server.) All of the modules to set costs such as Side, Object, and Soldiers and Vehicles work perfectly as intended. (Each cost set is used for the synced curator.) However, the module controlling the costs of Zeus modules, Ie: Audio, Effects, Animals, Objectives, etc... does not function properly. I didn't want the Zeus' just resorting to using the Fire Support Module to win fights so I set this Module using the editor Set Costs - Modules to a number greater than 1, so it could not be used. But, there was an issue, after setting the cost of this Module, Fire Support was still available and at the same resource cost as any of the other Modules I did allow the Zeus' to use... It wasn't till today, when I decided I wanted this exploit patched that I uncovered what was causing the issue. When setting the costs of Modules one of the categories is "Misc" and this is what is creating the issue, no matter what value you set any of the other Module costs too, they all follow the cost of Misc... meaning that all Modules are forced to either all be the same cost as the Misc value or to have them all disabled, by having the value set to an unattainable cost. (1<_) I will provide screenshots demonstrating this issue, I hope it can be resolved in the near future. Thank you. Screenshots: Misc at 0.02 (2%): Misc at 0.9 (90%):
  2. Direct download : https://drive.google.com/open?id=1XqYe2BydiXoGRWNWDPY2cjtTz7-67KPj Steamworkshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1711959480 !!! Mission for dedicated server!!! Video exemple : Description of the game mode : Sandbox game mode with the CSATs, the base of the mission is quite simple, enemy occupied areas (NATO) are generated randomly, once the secure area a new one will be generated randomly. Incidentally there is a small playable NATO team (5 slot) to oppose an additional resistance, thus creating more difficult and unforeseen situations. Configuration of the mission : CSAT : -Main base or all CSAT vehicles are available. -Recruitment of up to 10 AI per player. -Vehicle maintenance area. -Aircraft Configuration Zone (Pylon custom). -3 box F.O.B (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), note that the F.O.B are brand so that opposing players can know where they are located, in order to create conflicts around the F.O.B CSAT. -HALO Jump. NATO : -Rudimentary post, only light vehicles and light helo are available (transport, combat), heavy vehicles will need to be requisitioned from NATO IA. -Recruitment of up to 10 AI per player. -1 F.O.B crate (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), take note that the NATO F.O.B will be invisible in order to give an advantage to NATO players who are 4 times fewer in number. Globale content : -Approximately 80 operating areas. -Dynamic IA activity that adapts to the actions of players such as setting up mortar camps, S.A.M, land and air patrol. The zones where the AI are setting up installations are not indicated on the map, so as NATO gradually tries to block you with barrage shots or to defeat any air action. -Engineers can build sandbagwall (need a tool kit in inventory). -Zeus interface for server admin. -The group leaders of each faction have the automatic support (C.A.S, transport, ammunition drop). -Cleaning system (performance manager) every hour empty vehicles, body, stuff on the ground are removed to keep good server/client performance over the long term, players will be notified 2 minutes before the cleaning sequence. Script : !!! Be careful not to use the modes already included in the mission !!! -!!! NRE Earplug !!! -!!! Outlaw mag repack !!! -!!! Advanced sling loading !!! -!!! TAW view distance !!! -!!! AIS medical system !!! -!!! ZBE Cache !!! -Bon recruit unit -AI spawn script pack -R3F logistic -Virtual vehicle spawner
  3. PVT. james_u7qobv7

    Place-able Aircraft Carrier

    Just a place-able carrier that we can do Carrier-Ops off of would be wonderful. I have always wanted to do carrier-ops in Zeus, doing things like CAS requests, transport, amphibious assault, ETC. So if any Bohemia staff/developers look at this forum thread keep this in the back of your head.
  4. Description: This is a GUI that allows the person who executed the script to add/assign or remove/unassign Zeus to any specified player(s). Downloads & More Information: GitHub: link Pastebin: link * No download required! Video: link Steam Guide: link Curator Creator Version 1.0: (Check the GitHub for the latest version) comment "Script Title: Curator Creator (Create and Assign New Zeuses). < Current Version: 1.0 > "; comment "Credits: Created by J [WoLF] and M9-SD. "; comment "Description: - Creates new unique zeus module for specified players. - Assigns unique Zeus module to specified clients. - Automatically updates zeus interface with new objects. - Re-assigns zeus to player every respawn. - Re-assigns zeus to player upon reconnecting to the session. - JIP (join-in-progress) compatible. "; comment "Usage: - Copy entire script. Paste in debug console. - Execute on local client. - Exit the pause menu if open. - Wait for GUI to appear. - Select recipients of the Zeus Interface. - Choose to remove or add interface. - The selected players will now either be assigned or unassigned their unique Zeus module. "; comment "Distribution: - You may share this script with anyone you want. - Don't give this to trolls, please. - Give credit where it is due. - Enjoy :) "; [] spawn { comment "-----------------------------------------------"; if (!hasInterface) exitWith {}; waitUntil { !isNil { player } && { !isNull player } }; waitUntil { !isNull (findDisplay 46) }; comment "-----------------------------------------------"; systemChat "[JAM] >>> Zeus Helper >>> Initializing Curator Creator..."; JAM_fnc_createAndAssignZeus = { if (typeOf getAssignedCuratorLogic player != "") then { comment "do nothing"; systemChat "[JAM] >>> Zeus Helper >>> You already have a zeus interface."; } else { JAM_fnc_createAssignCurator = { comment "-----------------------------------------------"; if (!hasInterface) exitWith {}; waitUntil { !isNil { player } && { !isNull player } }; waitUntil { !isNull (findDisplay 46) }; comment "-----------------------------------------------"; _myPlayer = _this # 0; _myCuratorPlayer = _myPlayer; JAM_addZeus_UID = getPlayerUID _myPlayer; JAM_addZeus_superCuratorVar = ("JAM_" + JAM_addZeus_UID + "_superCurator"); JAM_addZeus_superCuratorPlayerAttributesVar = ("JAM_" + JAM_addZeus_UID + "_superCuratorPlayerAttributes"); _JAM_my_curatorInitText = ("" + "if (isNil """ + JAM_addZeus_superCuratorVar + """) then {" + JAM_addZeus_superCuratorVar + " = JAM_superCurator_group createUnit ['ModuleCurator_F', [0, 90, 90],[],0.5,'NONE'];" + JAM_addZeus_superCuratorVar + " setVehicleVarName '" + JAM_addZeus_superCuratorVar + "';" + JAM_addZeus_superCuratorVar + " setVariable ['text','" + JAM_addZeus_superCuratorVar + "'];" + JAM_addZeus_superCuratorVar + " setVariable ['Addons',3,true];" + JAM_addZeus_superCuratorVar + " setVariable ['owner','objnull'];" + JAM_addZeus_superCuratorVar + " setVariable ['vehicleinit',"" _this setVariable ['Addons',3,true]; _this setVariable ['owner','objnull']; ""];" + "unassignCurator " + JAM_addZeus_superCuratorVar + ";" + "objnull assignCurator " + JAM_addZeus_superCuratorVar + ";" + JAM_addZeus_superCuratorPlayerAttributesVar + " = JAM_superCurator_group createUnit ['ModuleCuratorSetAttributesPlayer_F', [2, 91, 91],[],0.5,'NONE'];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['curator','" + JAM_addZeus_superCuratorVar + "'];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['unitpos',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['fuel',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['respawnposition',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['respawnvehicle',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['skill',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['rank',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['damage',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['exec',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['lock',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['vehicleinit',"" _this setVariable ['curator','" + JAM_addZeus_superCuratorVar + "']; _this setVariable ['unitpos',true]; _this setVariable ['fuel',true]; _this setVariable ['respawnposition',true]; _this setVariable ['respawnvehicle',true]; _this setVariable ['skill',true]; _this setVariable ['rank',true]; _this setVariable ['damage',true]; _this setVariable ['exec',true]; _this setVariable ['lock',true]; ""];" + "[" + JAM_addZeus_superCuratorVar + ",[-2,-1,0,1]] spawn BIS_fnc_setCuratorVisionModes;" + "JAM_" + JAM_addZeus_UID + "_updateSuperCuratorEditableObjects = true;" + "[] spawn {while {(JAM_" + JAM_addZeus_UID + "_updateSuperCuratorEditableObjects" + ")} do { if ( ((getAssignedCuratorUnit " + JAM_addZeus_superCuratorVar + ") != objNull) && (alive (getAssignedCuratorUnit " + JAM_addZeus_superCuratorVar + "))) then { " + JAM_addZeus_superCuratorVar + " addCuratorEditableObjects [([] call JAM_fnc_getEditableObjects),true]; }; sleep 30;}; };" + "}; " + ""); [_JAM_my_curatorInitText,{ _initText = _this; _initCode = compile _initText; if (isNil "JAM_blacklistedObjectsArray_01") then { JAM_blacklistedObjectsArray_01 = [ "ModuleCurator_F", "ModuleCuratorSetCamera_F", "Logic", "ModuleHQ_F", "VirtualCurator_F", "ModuleCuratorSetModuleCosts_F", "ModuleCuratorAddPoints_F", "ModuleCuratorSetObjectCosts_F", "ModuleCuratorSetCosts_F", "ModuleCuratorSetCoefs_F", "ModuleCuratorSetDefaultCosts_F", "ModuleCuratorAddEditingAreaPlayers_F", "ModuleMPTypeGameMaster_F", "ModuleRadioChannelCreate_F", "ModuleCuratorSetAttributesPlayer_F" ]; }; if (isNil "JAM_fnc_getEditableObjects") then { JAM_fnc_getEditableObjects = { _allObjs = allMissionObjects 'all'; _editableObjs = []; { if ( ( not ( ( typeOf _x ) in JAM_blacklistedObjectsArray_01 ) ) && ( not ( _x isKindOf "Logic" ) ) ) then { _editableObjs pushBackUnique _x; }; } forEach _allObjs; _editableObjs; }; }; if (isNil "JAM_superCurator_group") then { JAM_superCurator_group = createGroup sideLogic; }; [] spawn _initCode; }] remoteExec ['spawn',2]; comment "JIP"; [[JAM_addZeus_UID,JAM_addZeus_superCuratorVar], { comment "-----------------------------------------------"; if (!hasInterface) exitWith {}; waitUntil { !isNil { player } && { !isNull player } }; waitUntil { !isNull (findDisplay 46) }; comment "-----------------------------------------------"; _curatorUID = _this # 0; _curatorVarStr = _this # 1; if (getPlayerUID player == _curatorUID) then { _curatorPlayer = player; JAM_my_curatorInitText = ("" + "waitUntil {(not isNil """ + _curatorVarStr + """)}; " + "_curatorVar = " + _curatorVarStr + "; " + "_curatorPlayer = _this select 0; " + "[_curatorVar,_curatorPlayer] spawn { _curatorVar = _this # 0; _curatorPlayer = _this # 1; while {((getAssignedCuratorLogic _curatorPlayer) != _curatorVar)} do { unassignCurator _curatorVar; objnull assignCurator _curatorVar; unassignCurator _curatorVar; _curatorPlayer assignCurator _curatorVar; sleep 3.5; }; };" + "JAM_" + _curatorUID + "_updateSuperCuratorEditableObjects = true;" + "_curatorPlayer = _this select 0; '[JAM] >>> Zeus Helper >>> You were given Zeus interface. To open, press [Y].' remoteExec ['systemChat', _curatorPlayer];" + ""); [[JAM_my_curatorInitText,_curatorPlayer],{ _initText = _this # 0; _curatorPlayer = _this # 1; _initCode = compile _initText; [_curatorPlayer] spawn _initCode; }] remoteExec ['spawn',2]; comment "re-assign upon death/respawn"; JAM_keepGivingMeZeus = true; if (!isNil "JAM_EH_autoReassignCuratorUponDeath") then { player removeEventHandler ["Respawn",JAM_EH_autoReassignCuratorUponDeath]; }; waitUntil {(alive _curatorPlayer)}; JAM_EH_autoReassignCuratorUponDeath = player addEventHandler ["Respawn",{ if (JAM_keepGivingMeZeus) then { [] spawn { waitUntil {(alive player)}; sleep 3.5; [[JAM_my_curatorInitText,player],{ _initText = _this # 0; _curatorPlayer = _this # 1; _initCode = compile _initText; [_curatorPlayer] spawn _initCode; }] remoteExec ['spawn',2]; }; }; }]; }; }] remoteExec ['spawn',0,JAM_addZeus_superCuratorVar]; }; _target = player; [_target] spawn JAM_fnc_createAssignCurator; }; }; JAM_fnc_deleteAndUnassignZeus = { if (typeOf getAssignedCuratorLogic player == "") then { comment "do nothing"; systemChat "[JAM] >>> Zeus Helper >>> You already do not have a zeus interface."; } else { JAM_fnc_deleteUnassignCurator = { comment "-----------------------------------------------"; if (!hasInterface) exitWith {}; waitUntil { !isNil { player } && { !isNull player } }; waitUntil { !isNull (findDisplay 46) }; comment "-----------------------------------------------"; _myPlayer = _this # 0; _myCuratorPlayer = _myPlayer; JAM_addZeus_UID = getPlayerUID _myPlayer; JAM_addZeus_superCuratorVar = ("JAM_" + JAM_addZeus_UID + "_superCurator"); JAM_addZeus_superCuratorPlayerAttributesVar = ("JAM_" + JAM_addZeus_UID + "_superCuratorPlayerAttributes"); _JAM_my_curatorInitText = ("" + "if (!isNil """ + JAM_addZeus_superCuratorVar + """) then {" + "JAM_" + JAM_addZeus_UID + "_updateSuperCuratorEditableObjects = false;" + "unassignCurator " + JAM_addZeus_superCuratorVar + ";" + "objnull assignCurator " + JAM_addZeus_superCuratorVar + ";" + "unassignCurator " + JAM_addZeus_superCuratorVar + "; sleep 0.1;" + "comment 'deleteVehicle " + JAM_addZeus_superCuratorVar + ";';" + "};" + "if (!isNil """ + JAM_addZeus_superCuratorPlayerAttributesVar + """) then {" + "comment 'deleteVehicle " + JAM_addZeus_superCuratorPlayerAttributesVar + ";';" + "};" + ""); [_JAM_my_curatorInitText,{ _initText = _this; _initCode = compile _initText; [] spawn _initCode; }] remoteExec ['spawn',2]; comment "remove JIP"; [[JAM_addZeus_UID,JAM_addZeus_superCuratorVar], { comment "-----------------------------------------------"; if (!hasInterface) exitWith {}; waitUntil { !isNil { player } && { !isNull player } }; waitUntil { !isNull (findDisplay 46) }; comment "-----------------------------------------------"; _curatorUID = _this # 0; _curatorVarStr = _this # 1; if (getPlayerUID player == _curatorUID) then { _curatorPlayer = player; JAM_my_curatorInitText = ("" + "_curatorPlayer = _this select 0; '[JAM] >>> Zeus Helper >>> Zeus Interface was removed from your client.' remoteExec ['systemChat', _curatorPlayer];" + ""); [[JAM_my_curatorInitText,_curatorPlayer],{ _initText = _this # 0; _curatorPlayer = _this # 1; _initCode = compile _initText; [_curatorPlayer] spawn _initCode; }] remoteExec ['spawn',2]; JAM_keepGivingMeZeus = false; [] spawn { if (not (isNull (findDisplay 312))) then { (findDisplay 312) closeDisplay 0; }; waitUntil {(not (isNull (findDisplay 312)))}; if (not JAM_keepGivingMeZeus) then { if (not (isNull (findDisplay 312))) then { (findDisplay 312) closeDisplay 0; }; }; }; if (!isNil "JAM_EH_autoReassignCuratorUponDeath") then { player removeEventHandler ["Respawn",JAM_EH_autoReassignCuratorUponDeath]; }; }; }] remoteExec ['spawn',0]; [[],{}] remoteExec ['spawn',0,JAM_addZeus_superCuratorVar]; }; _target = player; [_target] spawn JAM_fnc_deleteUnassignCurator; }; }; JAM_curator_recipients = []; comment "check if player is Zeus"; if (isNil "JAM_fnc_getDisplay46or312") then { JAM_fnc_getDisplay46or312 = { comment "default"; _displayNumber = 46; if ((isNull (findDisplay 312)) && (not isNull (findDisplay 46))) then { _displayNumber = 46; }; if (not isNull (findDisplay 312)) then { _displayNumber = 312; }; comment "return value (display number)"; _displayNumber }; }; comment " - Define critical variables. > JAM_txtSizeNum > JAM_txtSizeStr "; JAM_txtSizeNum = 0.5 * safezoneH; JAM_txtSizeStr = str JAM_txtSizeNum; with uiNamespace do { JAM_txtSizeNum = 0.5 * safezoneH; JAM_txtSizeStr = str JAM_txtSizeNum; }; with missionNamespace do { JAM_txtSizeNum = 0.5 * safezoneH; JAM_txtSizeStr = str JAM_txtSizeNum; }; comment " ...Variables Defined. "; JAM_open_selectJAMZeusRecipients = { JAM_curator_recipients = []; _centerScreenPos = [0.494844 * safezoneW + safezoneX,0.489 * safezoneH + safezoneY,0.004125 * safezoneW,0.0055 * safezoneH]; disableSerialization; d_selectJAMZeusRecipients = (findDisplay ([] call JAM_fnc_getDisplay46or312)) createDisplay "RscDisplayEmpty"; showChat true; _ctrl_selectJAMZeusRecipientsTitle = d_selectJAMZeusRecipients ctrlCreate ["RscStructuredText", -1]; _ctrl_selectJAMZeusRecipientsTitle ctrlSetStructuredText parseText ("<t valign='middle' align='center' size='" + (str (JAM_txtSizeNum * 0.8)) + "'>ZEUS HELPER >>> CURATOR CREATOR<br/><t size='" + (str (JAM_txtSizeNum * 0.7)) + "'>(Create and Assign New Zeuses)<t/>"); _ctrl_selectJAMZeusRecipientsTitle ctrlSetBackgroundColor [0,0,0,0.77]; _ctrl_selectJAMZeusRecipientsTitle ctrlSetPosition _centerScreenPos; _ctrl_selectJAMZeusRecipientsTitle ctrlSetFade 1; _ctrl_selectJAMZeusRecipientsTitle ctrlCommit 0; _ctrl_selectJAMZeusRecipientsTitle ctrlSetPosition [0.427812 * safezoneW + safezoneX,0.313 * safezoneH + safezoneY,0.128906 * safezoneW,0.033 * safezoneH]; _ctrl_selectJAMZeusRecipientsTitle ctrlSetFade 0; _ctrl_selectJAMZeusRecipientsTitle ctrlCommit 0.5; ctrl_sJr_PlayerList = d_selectJAMZeusRecipients ctrlCreate ["RscListBox", -1]; { _pL_index = ctrl_sJr_PlayerList lbAdd name _x; } forEach allPlayers; ctrl_sJr_PlayerList ctrlSetPosition _centerScreenPos; ctrl_sJr_PlayerList ctrlSetFade 1; ctrl_sJr_PlayerList ctrlCommit 0; ctrl_sJr_PlayerList ctrlSetPosition [0.427812 * safezoneW + safezoneX,0.379 * safezoneH + safezoneY,0.061875 * safezoneW,0.22 * safezoneH]; ctrl_sJr_PlayerList ctrlSetFade 0; ctrl_sJr_PlayerList ctrlCommit 0.5; ctrl_sJr_recipientList = d_selectJAMZeusRecipients ctrlCreate ["RscListBox", -1]; ctrl_sJr_recipientList ctrlSetPosition _centerScreenPos; ctrl_sJr_recipientList ctrlSetFade 1; ctrl_sJr_recipientList ctrlCommit 0; ctrl_sJr_recipientList ctrlSetPosition [0.494844 * safezoneW + safezoneX,0.379 * safezoneH + safezoneY,0.061875 * safezoneW,0.22 * safezoneH]; ctrl_sJr_recipientList ctrlSetFade 0; ctrl_sJr_recipientList ctrlCommit 0.5; _ctrl_cancel = d_selectJAMZeusRecipients ctrlCreate ["RscButtonMenu", -1]; _ctrl_cancel ctrlSetStructuredText parseText ("<t valign='middle' align='center' size='" + JAM_txtSizeStr + "'>CLOSE<t/>"); _ctrl_cancel ctrlSetTooltip "Cancel the script and close this menu."; _ctrl_cancel ctrladdEventHandler ["ButtonClick",{ d_selectJAMZeusRecipients closeDisplay 0; JAM_curator_recipients = []; }]; _ctrl_cancel ctrlSetFade 1; _ctrl_cancel ctrlSetPosition _centerScreenPos; _ctrl_cancel ctrlCommit 0; _ctrl_cancel ctrlSetPosition [0.469063 * safezoneW + safezoneX,0.698 * safezoneH + safezoneY, 0.0464063 * safezoneW,0.022 * safezoneH]; _ctrl_cancel ctrlSetFade 0; _ctrl_cancel ctrlCommit 0.5; _ctrl_removeJAMZeusbutton = d_selectJAMZeusRecipients ctrlCreate ["RscButtonMenu", -1]; _ctrl_removeJAMZeusbutton ctrlSetStructuredText parseText ("<t valign='middle' align='center' size='" + JAM_txtSizeStr + "'>---------REMOVE ZEUS---------<t/>"); _ctrl_removeJAMZeusbutton ctrlSetTooltip "Delete and unassign unique zeus module for each player on the right-hand list."; _ctrl_removeJAMZeusbutton ctrlSetBackgroundColor [0.5,0.2,0,0.6]; _ctrl_removeJAMZeusbutton ctrladdEventHandler ["ButtonClick",{ if (count JAM_curator_recipients != 0) then { d_selectJAMZeusRecipients closeDisplay 0; { _recipientName = _x; systemChat ("[JAM] >>> Zeus Helper >>> Removing Zeus from " + (_recipientName) + "..."); { if ((name _x) == (_recipientName)) then { [JAM_fnc_deleteAndUnassignZeus,{ _code = _this; [] spawn _code; }] remoteExec ['spawn',_x]; }; } forEach allPlayers; } forEach JAM_curator_recipients; comment "[] call JAM_init;"; } else { hint "[JAM] : ERROR : You have not selected any players; Array is empty."; systemChat "[JAM] : ERROR : You have not selected any players; Array is empty."; }; }]; _ctrl_removeJAMZeusbutton ctrlSetPosition _centerScreenPos; _ctrl_removeJAMZeusbutton ctrlSetFade 1; _ctrl_removeJAMZeusbutton ctrlCommit 0; _ctrl_removeJAMZeusbutton ctrlSetPosition [0.432969 * safezoneW + safezoneX,0.654 * safezoneH + safezoneY,0.118594 * safezoneW,0.033 * safezoneH]; _ctrl_removeJAMZeusbutton ctrlSetFade 0; _ctrl_removeJAMZeusbutton ctrlCommit 0.5; _ctrl_addBtn = d_selectJAMZeusRecipients ctrlCreate ["RscButtonMenu", -1]; _ctrl_addBtn ctrlSetStructuredText parseText ("<t valign='middle' align='center' size='" + JAM_txtSizeStr + "'>Add<t/>"); _ctrl_addBtn ctrlSetTooltip "Add selected player to the target list."; _ctrl_addBtn ctrlSetBackgroundColor [-1,0.5,-1,0.6]; _ctrl_addBtn ctrladdEventHandler ["ButtonClick",{ _selectedItem = lbCurSel ctrl_sJr_PlayerList; _playerName = ctrl_sJr_PlayerList lbText _selectedItem; if (JAM_curator_recipients find _playerName == -1) then { JAM_curator_recipients pushBackUnique _playerName; ctrl_sJr_recipientList lbAdd _playerName; }; }]; _ctrl_addBtn ctrlSetPosition _centerScreenPos; _ctrl_addBtn ctrlSetFade 1; _ctrl_addBtn ctrlCommit 0; _ctrl_addBtn ctrlSetPosition [0.427812 * safezoneW + safezoneX,0.357 * safezoneH + safezoneY,0.061875 * safezoneW,0.022 * safezoneH]; _ctrl_addBtn ctrlSetFade 0; _ctrl_addBtn ctrlCommit 0.5; _ctrl_removeBtn = d_selectJAMZeusRecipients ctrlCreate ["RscButtonMenu", -1]; _ctrl_removeBtn ctrlSetStructuredText parseText ("<t valign='middle' align='center' size='" + JAM_txtSizeStr + "'>Remove<t/>"); _ctrl_removeBtn ctrlSetTooltip "Remove selected player from the target list."; _ctrl_removeBtn ctrlSetBackgroundColor [0.5,-1,-1,0.6]; _ctrl_removeBtn ctrladdEventHandler ["ButtonClick",{ _selectedItem = lbCurSel ctrl_sJr_recipientList; _playerName = ctrl_sJr_recipientList lbText _selectedItem; if (JAM_curator_recipients find _playerName > -1) then { _idx = JAM_curator_recipients find _playerName; JAM_curator_recipients deleteAt _idx; ctrl_sJr_recipientList lbDelete _selectedItem; }; }]; _ctrl_removeBtn ctrlSetPosition _centerScreenPos; _ctrl_removeBtn ctrlSetFade 1; _ctrl_removeBtn ctrlCommit 0; _ctrl_removeBtn ctrlSetPosition [0.494844 * safezoneW + safezoneX,0.357 * safezoneH + safezoneY,0.061875 * safezoneW,0.022 * safezoneH]; _ctrl_removeBtn ctrlSetFade 0; _ctrl_removeBtn ctrlCommit 0.5; _ctrl_giveJAMZeusbutton = d_selectJAMZeusRecipients ctrlCreate ["RscButtonMenu", -1]; _ctrl_giveJAMZeusbutton ctrlSetStructuredText parseText ("<t valign='middle' align='center' size='" + JAM_txtSizeStr + "'>------------GIVE ZEUS------------<t/>"); _ctrl_giveJAMZeusbutton ctrlSetTooltip "Create and assign unique zeus module for each player on the right-hand list."; _ctrl_giveJAMZeusbutton ctrlSetBackgroundColor [-1,-1,0.4,0.6]; _ctrl_giveJAMZeusbutton ctrladdEventHandler ["ButtonClick",{ if (count JAM_curator_recipients != 0) then { d_selectJAMZeusRecipients closeDisplay 0; comment "[] call JAM_init;"; { _recipientName = _x; systemChat ("[JAM] >>> Zeus Helper >>> Giving Zeus to " + (_recipientName) + "..."); { if ((name _x) == (_recipientName)) then { [JAM_fnc_createAndAssignZeus,{ _code = _this; [] spawn _code; }] remoteExec ['spawn',_x]; }; } forEach allPlayers; } forEach JAM_curator_recipients; } else { hint "[JAM] : ERROR : You have not selected any players; Array is empty."; systemChat "[JAM] : ERROR : You have not selected any players; Array is empty."; }; }]; _ctrl_giveJAMZeusbutton ctrlSetFade 1; _ctrl_giveJAMZeusbutton ctrlSetPosition _centerScreenPos; _ctrl_giveJAMZeusbutton ctrlCommit 0; _ctrl_giveJAMZeusbutton ctrlSetPosition [0.432969 * safezoneW + safezoneX,0.61 * safezoneH + safezoneY,0.118594 * safezoneW,0.033 * safezoneH]; _ctrl_giveJAMZeusbutton ctrlSetFade 0; _ctrl_giveJAMZeusbutton ctrlCommit 0.5; systemChat "[JAM] >>> Zeus Helper >>> Select players to give or remove Zeus Interface."; }; comment "close debug console"; if ( not (isNull (findDisplay 49)) ) then { (findDisplay 49) closeDisplay 0; }; waitUntil { isNull (findDisplay 49) }; sleep 0.1; systemChat "[JAM] >>> Zeus Helper >>> Spawning GUI..."; [] spawn JAM_open_selectJAMZeusRecipients; }; - Feel free to give me some feedback on this script, as I am sure there are some bugs to be reported with it, and I would like to improve it however I can. I might make an alternate version where it doesn't auto-add objects to the Zeus interface every 30 seconds.
  5. Hi guys this is my project i recreating the Call of duty 4 missions on Arma 3 from the " Crew Expendable" operation to the "hunted" mission playable in multiplayer with the help of an excellent zeus i tried to recreate the settings in the greatest detail that Arma can offer But as you will know, for many things it sins I'm looking for a good guy who knows how to recreate various objects for this MP campaign (ex cargo ship) to then publish it on the workshop to make everyone participate in this fabulous campaign Because you also know that when we talk about the MW campaign, a small part of us gets excited once again For now I leave you only the screens of the environments but in the future I will provide you with a nice video dedicated to all this Please comment and have your say and why not if you want to join the project 😎 MORE SCREEN AND VIDEO INCOMING
  6. Zeus Enhanced Requires the latest version of CBA A3. Zeus Enhanced, also known as ZEN, is an Arma 3 mod aimed at improving and expanding the functionality of the Zeus real-time editor. Zeus Enhanced is built with communities who use Zeus as their primary mission making tool in mind by enabling curators with powerful tools to create dynamic scenarios in an efficient manner. For an in-depth breakdown of the features and frameworks please visit the website. This mod is built using the same foundation and design standards as the ACE3 Project. Special thanks to the ACE3 Team for their open source nature and permission to use their systems, without their work this would not be possible. You can download Zeus Enhanced from: GitHub Steam Workshop Features A lot of new and improved modules Extended attributes displays Settings to customize the editor display Context menu providing easy access to common actions Various bug fixes for the Zeus interface Rewritten vehicle garage specifically for Zeus Rewritten, faster remote controlling of units Contributing You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on GitHub. Please comment on issues you want to contribute with, to avoid duplicating effort. To contribute something to ZEN, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the AUTHORS.txt file; including a valid email address. Submitting Issues and Feature Requests Please use our Issue Tracker to report a bug, propose a feature, or suggest changes to the existing ones. License Zeus Enhanced is licensed under the GNU General Public License (GPLv3).
  7. HCC - High Command Converter Version : 1.5.5 _________________________________________________________ This addon enables a leader player to convert any unit(s) of his squad into a controllable HC group. Conversely, any HC group under player's command can join the leader's group. The game's default High Command system has been heavily modified to allow thoughtful plans and coordinated execution via the addition of numerous commands and menus to the original interface. You can turn every Coop into a SP playable HC mission by using the embedded 'Add Vacant Groups of Side' command (menu 6-7). 'Add Curator Groups of Side' allows a curator owner to add Zeus created groups in the HC bar. Large groups formations and waypoints synchronization can also be used to handle movement at squad, platoon or company level or to plan ahead troops embarkment / disembarkment. Hit LCtrl+Space to switch to High Command. Make sure that your 'Open Menu' commands are bound to some key and hit the number keys (1...0) to open the custom HCC menus. Leading a platoon (v.1.4.1). More videos : Advanced waypoints synchronization (v.1.3.0). Static weapons and artillery (v1.3.1). Convoys (1.5.4). MENUS : Group status menu : 9. Create HC Group - creates a new HC group made up of selected squad units. 0. Execute HC plans - gives an option to launch execution of all HC plans from the regular group mode (not HC). HC group root menu : * effective doWatch command (Left Alt by default). * active suppression system (doWatch + suppress). * Regroup / RTF => 1. Regroup Subgroups - 2. Form Back on Me - 3. Regroup Convoy/ 4. Return to Formation - 5. Form Back on Player - 6. Return to Convoy. HC menu move : 4. Join group and wait - Selected HC groups join the player's group and stay where they are. 5. Join group and regroup - Selected HC groups join the player's group and regroup. 6. Wait - Stops the selected HC group(s) while setting up plans. 7. Execute - Selected units proceed to their next waypoints. 8. Define Array As => Squad/Platoon/Company/Convoy => Positional /Directional : Selected groups will follow the most ranked element of the array (formation). => Not Defined : resets the selected groups and remove them from any previously defined array. 9. Stop Following - Frees selected groups from following their leader. 0. Follow Me - Gives the player direct leadership over any selected group, whatever its rank. HC menu engage : 3. Suppression = > parameters : duration + dispersion. 4. Combat mode => Red/Green/White/Yellow/Blue. 5~6 . Engage/Disengage target -Unavailable. 7~8. Enable/DisableAI AutoCombat : enables/disables autonomous switching to COMBAT when in danger. 9~10. Enable Attack true/false : Team leader send their units engage their targets or keep them in formation. HC menu speed : 1. Limited - 2. Tactical - 3. Normal - 4. Full - 5. Automatic. 6. Vehicle Speed : limits selected vehicle's speed so that unloaded cargo troops can follow. 7. Fly in height : forces an helicopter's next waypoint flying height. 8. Dive in Depth : works for either divers or submarines. 9. Allow GetIn true : allows unloaded cargo troops to get in their assigned vehicle when moving toward a distant waypoint. 0. Allow GetIn false : prevents unloaded cargo troops from mounting their assigned vehicle when moving toward a distant waypoint. HC menu transport : 1~3. Land/Sea/Air = > empty/crewed => returns a list of empty/crewed vehicles in a 200 m radius sphere. => assign/embark as crew/cargo. 4~5. Embark as crew / Embark as Cargo : enabled when HC cursor is on a vehicle. 6~7. GetIn assigned / GetOut assigned : assigned crew/cargo will get in/out. 8~9. Cargo load / Cargo Unload : cargo troops will get in/out but the driver/crew stay in vehicle. 0. Unassign current. HC menu action : 1. Vehicles => 1~2. Engine ON/OFF - 3~4 : Helicopter land (in/out/off) - 5 : Sling load cargo - 6 : Drop off cargo (Position/Coordinates) - 7 : Cancel action. 2. Weapons = > 1~2. Unpack/Pack static weapon - 2~4. Fire/Repeat Artillery. 3. Movement => 1. Convoys => 1. Display Convoy Leaders - 2. Regroup Convoy - 3. Return to Convoy. 4. Subgroups Mode = > 1~2. Positional/Directional. Changes the formation mode. = > 3~4. New Positional /New Directional : Changes the formation mode and redefines groups positions. 5. Subgroups Formation = > 1.Line 2.Column 3. Wedge 4. Circle. = > Interval : 20 - 200m. 6. Chain of Command = > 1~2. Enable/Disable CoC for subgroups. 7. Add Vacant Groups of Side : . In SP, adds every vacant playable unit's group to the player's HC bar. . In MP, adds every vacant playable unit's group to the HC bar of the most ranked player of a side. 8. Add Curator Groups of Side : adds all groups that belong to a Curator player to his HC bar. 9. Remove Group from HC bar. 0. Display : gives access to all available display Modes. HC menu combat : 6~10. Stand/Crouch/Prone/Auto/Copy : groups stance management. HC menu team : 1~5. Assign Red/Green/Blue/Yellow/Main. 6~11. Display Red/Green/Blue/Yellow/Main. - The player's group is always team Main. Display All => All groups/All leaders. HC menu reply : 5~6. Sentences On/Off : allows sentences or mutes all groups. 7~8. 3D Icons On/Off : Shows or hides the 3D icons. 9. Rename Group : change a group ID via GUI. NOTES ON WAYPOINTS (standard features) : 0. Right click on a group icon to select/deselect the group. 1. LCtrl + Action MseBtn lets you place several successive waypoints for several groups at one time. 2. Right click on a waypoint to edit its parameters. 3. Place a "Cycle" waypoint close to another waypoint to create a loop (patrols). 4. Place a "GetIn" waypoint close to an empty vehicle to make a group board the vehicle. 5. An "Unload" WP will disembark cargo troops (e.g mechanized infantry). A "GetOut" WP will disembark the whole crew. 6. A "Load" WP will embark assigned cargo troops. A "GetIn" WP makes a crew re-embark their vehicle. ENHANCED WAYPOINTS (HCC features) : 1. Synchronization : 1. Deselect all groups. 2. Hit and release Action MseBtn (MMB by default) on a WP, drag the sync line to another WP, hit and release Action on the second WP. 3. To un-synchronize a WP, just synchronize it with itself. 2. Embark/Disembark : 1. Select an infantry group (G1). Stop it (1-6). Place 2 WPs. WP1-1 MUST be a "move" type WP (default type). Set WP1-2's type : "Get in" (right click to edit). Deselect the group. 2. Select a crewed vehicle (G2) with cargo capacity. Stop it. Set WP2-1's type : "Load". 3. Synchronize WP1-2 with WP2-1. 4. Select G1 + G2. LCtrl+ActionBtn : place 2 new WPs for the two groups at once. WP1-3 = "Get Out". W2-2 = "Unload". WP1-4 = "Move". WP2-3 = "Move". 5. Deselect all groups and synchronize WP1-3 with WP2-2. 6. Select G1 + G2 and execute (1-7). Note that you can synchronize your own waypoints to trigger other groups movement, provided you follow your own plan. Mission or mod makers : To turn groups into HC controllable units with this addon, just put the following line in the proper trigger, waypoint, script or group leader's init field. : player hcSetGroup [groupname, "", "teammain"]; Options are : "teamred", "teamgreen", "teamblue", "teamyellow", "teammain". The player's group is always the main team. More info in this post. In a MP mission just replace 'player' by the playable unit's variable name. Download : Steam Workshop Support : Donate with Paypal License :
  8. ArmA III has many different vehicles, each with several different available textures. Some like the offroad (and now with the release of Tanks DLC, most armored vehicles as well) even have certain components like doors, camo nets, bags, and supplemental armor that can be added or removed. I love these customization options-- the only problem: it's impossible to edit any of this in-game. My friends and I like to play scenarios using MCC and Zeus to create missions on-the-fly rather than create them beforehand in Eden. This allows for spontaneity and overall shorter prep time. However, Zeus currently lacks the ability to edit vehicle appearance in any way. Currently, if I want an offroad with a different camo pattern or a tank with extra armor around the tracks, I have to edit a scenario to include that specific vehicle for the one missions I will use it in. Adding the ability to customize vehicle appearance to Zeus would go a long way in allowing players like myself to enjoy some of these customization options, especially now that some of them actually have function (e.g. supplemental armor around tank tracks). Players had similar complaints after Jets DLC dropped and there was no way to edit the pylons in Zeus, and then that feature was added. It seems like it'd be similarly easy to add this as well. TL;DR We should be able to edit vehicle appearance in Zeus like we do in Eden.
  9. I do understand the use of the Virtual Arsenal. Testing stuff out. Looking through available stuff. But what use is the option for saving / loading loadouts in the vehicle section? I cannot load custom vehicle loadouts as Zeus to make these destinct. There are no vehicle arsenals where i could change the look of my car. Why is there then an option to save my grey Angara if i will never use it in a vanilla setting. Whats the use of it? There should be an option to load specific visual customization either as Zeus or as the player. I think there should be more stuff you should be able to save and customize. But sadly there is not even an option to use the vehicle loadouts.
  10. Description LRG Fundamentals is a complete mission makers tool, used to create complex missions with ease. Using the huge Library of functions, settings and modules you can create almost any type of mission. LRG Fundamentals is designed to be entirely modular, meaning you can use as much or as little as you want. By default, the master switches are set to off so only what you want to use will be used. See the Key features below for further details. LRG Fundamentals has been used by the LRG in one form or another for nearly 3 years. At the turn of 2019 we decided to publish our work and make all our files open source. That means your free to download, edit, change and create your own work, based on what's we've already made. Download Links Version 1.5.6 Released 01/10/19 Key Features AI Spawn LRG Main LRG Channels LRG QS Icons LRG Weather Player Attributes Safe Zones Vehicle Loadouts Equipment Loadouts Vehicle Servicing Medical Facilities Zeus Configuration Functions Library Third party Features More information on available functions and features as well as our functions library, our Wiki is available here. How do I get in touch? If you want to find out more about LRG Fundamentals or about the community itself, the best way to get in touch is to join our Discord Server. Issues/Suggestions/Faction Requests If you come across any issues, have an idea for an improvement or simply want another faction added to the AI Spawn module, please submit your request here. Changelog v1.5.6 AI Tweaked - Spawn AI module group count Explosives Fixed - fn_IEDVehicle Fixed - fn_MakeIED Fixed - fn_SpawnExplosives Interaction Fixed - AddHoldAction error Main Added - Option to lock third person camera in vehicles Fixed - VanillaFatigue error v1.5.5 Equipment Added - Additional selection for Ammoboxes Tweaked - Selection and function titles renamed and matched. Vehicle Removed - Vehicle specific loadouts - Merged with Equipment settings. v1.5.4 AI Added 16 Factions from @3CB Factions (see Factions list below) SafeZone Permanent value changed from -1 to 0 Default value changed to 0 v1.5.3 AI Added 3x @IFA3 Factions Main Added - Flip Vehicle AddAction Tweak - AddAction Order Tweak - Arsenal Save/Load defaulted to Enabled Tweak - Earplugs changed to Hold AddActions Tweak - Earplugs - Added duplication check. Tweak - Repack Mags changed to Hold AddActions Tweak - Loadouts - RHS Warlords removed from LR_fnc_Loadouts Tweak - Backend Postinit functions replaced by CBA_Settings call. Warlords Added - Persistent Credits Added - RHS Asset Vehicle Servicing Pods Tweak - RHS Apache price to 10,000 Tweak - RespawnTemplate to Respawn on Start Weather Fix - Time Acceleration Tweak - Reduced Random chance of rain by 50% v1.5.2 Equipment Added Warlords Loadouts for Vanilla and RHS factions Main Added QS Mag Repack Function Added Voyager Compass scripted Function QS Icons Added AI Names CBA Setting Added Faction Only CBA Setting Warlords Updated Warlords Respawn template Removed Warlords specific Loadout Script - Handled by default LRG function LR_Fnc_Loadouts called upon Respawn v1.5.1 AI Fixed number of units spawning for all types (values falling above max defined value) Fixed Heavy Vehicles not spawning independently Fixed Light Vehicles not spawning independently Removed GarrisonedGroup Exact value Added GarrisonedGroupMin value Added GarrisonedGroupMax value Added Error checking step for Garrisoned Groups v1.5.0 AI Backend rewritten to be easier to update in future Added AI Spawn Module Description Removed redundant AI Settings Module CBA Settings Added CBA Settings to Repo (no effect on mod) Channels Removed Redundant Channels Module Main Removed Redundant Main Module Removed unused YAINA Commands Medical Facility Removed Medical Facility Attribute Replaced with Medical Facility Module Added Module Description Included new Medical Facility Icon QS Icons Added Option to Show/Hide AI Added Option to Show/Hide Rectangular Group Icon on Map Added Option to Show/Hide own Group only. Safe Zone Added Module Description Warlords Added Warlords Specific Respawn Template Added Warlords Params Added RHS and RHS Pacific Faction Preset Added Function to set custom loadout on joining YAINA Earplugs Changed Default to out. Vehicle Servicing Changed to use Object Bounding Box for Servicing area instead of being defined. Added Module Description
  11. Latest V1.3: MOD THREAD MOD VERSION WORKSHOP ARMAHOLIC This script enables Curators to see the Frames-per-second of each individual client when playing in multiplayer, or yourself when in SP. Allowing the Zeus to identify if there is a widespread framerate problem, or if a few select users are experiencing issues. Comments in the code explain how to modify it if you want to change the 'Warning text' threshold which by default is 20fps. Pasting this code into the initPlayerLocal.sqf of any mission should work without a problem.Given Arma 3 is now in 64 bit it's the perfect opportunity for players to test their performance in multiplayer coop games with large scale combat. Find out who's computer is the beefiest when playing with your unit, or be able to identify which player's computers are having trouble keeping up with all the action on screen. A great tool for mission makers looking to maintain an optimized experience for their players when monitoring their progress in Zeus. DISCLAIMER: The script version is out of date and does not have all the features of the mod. The mod only needs to be downloaded client side and I recommend you use it instead. If you still wish to use the script, or simply see how it runs, it is here at your disposal. ///////////////////////////////////////////////////////// //Paste the following into the initPlayerLocal.sqf file// ///////////////////////////////////////////////////////// ////////////Script Written by DriftingNitro////////////// //////////Help from Commy2, Dedmen, and Dscha//////////// ///////////////////////////////////////////////////////// ///////////////////////////////////////////////////////// //Spawns a thread that will loop for each player and // //output their FPS to the server to be read by the zeus// ///////////////////////////////////////////////////////// [] spawn { while {true} do { player setVariable ["DNI_PlayerFPS", floor diag_fps, true]; sleep 0.1; }; }; ///////////////////////////////////////////////////////// //Waits until curators are initalized in order to check// //if player is zeus to run the fps scripts // ///////////////////////////////////////////////////////// waitUntil { private _hasCurators = (count allcurators) > 0; private _hasInitializedCurators = (count (call BIS_fnc_listCuratorPlayers)) > 0; private _curatorsInitialized = !_hasCurators || _hasInitializedCurators; ((time > 2) || _curatorsInitialized) }; ///////////////////////////////////////////////////////// //If player is a curator it will run the script and each/ //player will have their FPS appear beneath them // ///////////////////////////////////////////////////////// if (player in (call bis_fnc_listcuratorplayers)) then { addMissionEventHandler ["Draw3D", { { _distance = position curatorCamera distance _x; //if zeus camera is farther than 1200 meters away from the targets the text will not display if (_distance < 1200) then { _playerFPS = _x getVariable ["DNI_PlayerFPS",50]; //if the FPS is below 20 it turns red and becomes more visible for zeus to see so they are aware if (_playerFPS <20) then { drawIcon3D [ "",//Path to image displayed near text [1,0,0,0.7],//color of the text using RGBA position _x,//position of the text _x referring to the player in 'allPlayers' 1,//Width 2,//height from position, below 0,//angle format["%1 FPS: %2", name _x, str _playerFPS],//text to be displayed 0,//shadow on text, 0=none,1=shadow,2=outline 0.05,//text size "PuristaMedium",//text font "center"//align text left, right, or center ]; } //if the FPS is above 20 text is smaller and less visible as to not conern zeus as much else { drawIcon3D [ "",//Path to image displayed near text [1,1,1,0.3],//color of the text using RGBA position _x,//position of the text _x referring to the player in 'allPlayers' 1,//Width 2,//height from position, below 0,//angle format["%1 FPS: %2", name _x, str _playerFPS],//text to be displayed 0,//shadow on text, 0=none,1=shadow,2=outline 0.03,//text size "PuristaMedium",//text font "center"//align text left, right, or center ]; }; }; } forEach allPlayers; //Here is the array of units you wish to display the FPS text for, it can be //changed to be an array of specific units or players if you wish }]; }; ///////////////////////////////////////////////////////// /////////////////////End FPS Script////////////////////// /////////////////////////////////////////////////////////
  12. Does anyone have any idea how to use the function "BIS_fnc_isCuratorEditable" to kill curator editable units when they enter a trigger. I am trying to create a restriction zone around my map which kills the player and curator units when they enter the zone but will allow none curator units to pass through (so I can simulate reinforcements entering the region after a certain amount of time). I have been running some tests to get an idea on how the "BIS_fnc_isCuratorEditable" function works. I currently have four triggers around the map which tell me through a hint whether a unit is curator editable or not. I am now trying to work out how to change it from giving me a hint which is either true or false, to killing the unit if true or allow the unit through if false. Something along the lines of... Just can not seem to work it out. Also tried this to no avail...
  13. Hi all, I am currently making a map which requires a Curator Editing Area to follow the player around the map. I would like it so that if an enemy of the player enters the Curator Editing Area, the Curator Editing Area is disabled (to stop him spawning stuff on top of the enemy). I have managed to write a script which has the Curator Editing Area follow the player... //init.sqf [] spawn { while { alive t1 } do { myCurator addCuratorEditingArea [ 0, position t1, 50 ]; sleep 0.05; }; }; How this works is by creating a Curator Editing Area at the position of the player every 0.05 seconds. The interesting part is that you keep the ID of the Curator Editing Area, this means that it deletes the old Curator Editing Area when the new one is created. (Curator Editing Area ID being 0 in this case). The problem I have is temporarily disabling the creation of "new" Curator Editing Area 's while an enemy is within range. So I need to be able to temporarily disable the script (which I do not know how to do).
  14. Hey guys, I am in need of a clever explanation of what I'm seeing and a helpful hand with fixing it. I have created an action that calls for a chopper from a nearby location and makes it move and land in a different location. The script works locally without issues. The script works in multiplayer when called using the Zeus code module option. The script does not work when called by addAction (either attached to a player or a static object). By "does not work" I mean the helicopter does receive the cargo (which means it is recognised) but the chopper just sits there forever. ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; hint "Friendly chopper incoming"; helicopter1 move (getPos heli_landing_pad); sleep 15; while { ( (alive helicopter1) && !(unitReady helicopter1) ) } do { sleep 1; }; if (alive helicopter1) then { helicopter1 land "LAND"; while { ( (alive helicopter1) && !(unitReady helicopter1) ) } do { helicopter1 engineOn false; }; }; For the love of me, I cannot understand why it keeps happening. I even called the helicopter1 move part individually from the zeus interface and it did work. Thanks a lot, Adam
  15. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 & WindWalking This thread is no longer updated! For the latest release, check here Hello everyone. As you know, the WW AI Menu was one of the first and best AI mods released in the early days of ARMA 3 release. It addressed a lot of issues and shortcomings with the vanilla ARMA commanding system, and packed a lot of handy features including: - Infantry commands such as healing, garrisoning & clearing building, rearming, .... - Vehicle commands such as engine on and off, horn and eject with parachute. - Waypoint system with the ability to assign multiple waypoints to your squad members. - Weapon accessories (silencers, flashlights, ...) - Unsticking units. and .... Read more about the mod: https://forums.bistudio.com/forums/topic/153621-ww-aimenu-complimentary-commands/ Unfortunately, when Windwalking left the community some of the features ended up broken, and due to the community rule forbidding people from taking over and/or changing an author's work without their permission, nobody has stepped up to bring this mod back to life. Until now. I decided to bring this mod back to life in a way that respects the community rule and the author's work. Namely, "patching" the original mod by adding features and fixing broken ones. As a result, you will need the original mod installed for my mod to work. You can activate the menu by pressing Y .If you use the "Y" key for Zeus or anything else you can either change the keybinding for those features (I personally use "Ctrl+Y" for Zeus) or change the keybinding for the menu by navigating to: "OPTIONS > CONTROLS > CONFIGURE ADDONS > (dropdown menu) All-In-One Command Menu". I've also included a userconfig file where you can add support for your mods (if they are not supported already). Currently you can add support for: Resupply vehicles, AT soldiers (used in the rearming script) and the Handgun suppressors. Note that you might need to enable "file patching" for the config file to work (either add the -filepatching commandline or enable it in the launcher parameters). This mod is compatible with other commanding mods (such as C2). Although I don't recommend using both for issuing the same command at the same time (e.g when you use C2 to order your units to mount a vehicle, don't use the same command in this mod, as it may cause conflicts and unforeseen consequences) I also recommend this mod as it makes issuing regular and frequent commands a lot easier: (you may need to change the default keys used by the mod, keys 1, 2, 3 , 4, as these keys are used for switching weapons) Advanced Command System (ACS) All features were tested using the vanilla ARMA vehicles/weapons (including all DLCs up to the time of release), and work as intended. However some features (the most important of which being weapon accessories) may not work in other mods (such as RHS or CUP). Edit: As of version 0.50 Beta most features should work with other mods without issues. If they don't please post your feedback in this thread. Here's a quick overview of what is changed: Unchanged: Fixed/Modified/Removed: Added: Screenshots: Notes: Special thanks to: - @Windwalking for his awesome mod. - @Muzzleflash for helping me with showing objects on the map and also teaching me a lot about scripting. He's one of the best guys on this forum. - @mad_cheese for allowing me to use the "Bounding Box" function used in his legendary mod, C2. - and everyone else who kindly answered all my questions on the forum. Disclaimer: I can't guarantee this mod is completely harmless. Please back up your ARMA 3 directory located in the "Documents" folder (C:\Users\YOUR_PC_NAME\Documents\) prior to using this mod (especially the file *.vars.Arma3Profile and the "saved" folder because they are the only files that may be affected). Multiplayer support is in alpha state and not fully tested yet. Dear Moderators, The current release still uses the scripts from the original version. Also, to avoid some conflicts, I had to rename the global variables. If you think this mod is still not in compliance with forum rules please let me know to come up with a solution (you can PM me or post it here). By installing this patch, the original mod will be disabled (If you want me to leave it enabled please leave a feedback and I'll re-enable it). Download Link (Current Version: v1.2.1): GitHub (always up-to-date) DropBox Armaholic (updates with a slight delay) How to Install: Future Plans: Changelog: Requirements: CBA: http://www.armaholic.com/page.php?id=18767 WW AI Menu by Windwalking: http://www.armaholic.com/page.php?id=22380 Since v1.0.0, WW AI Menu mod is not required anymore. It's because some users reported they had trouble setting up WW AI Menu (mostly because of FilePatching used in WW AI Menu, which complicated things), so I decided not to make it necessary to have this mod. A couple of such reports:
  16. There is a feature in Eden Editor where you can create a composition and save it as your own, rather its just objects or units themselves, even customize them and put them into their own category. But then has anyone ever thought about having those personally saved custom compositions be put into Zeus? Going into Zeus and spawning units you made with Arsenal Loadouts right away? It even has a perfect empty spot in the Zeus composition bar for such a feature! I wish there was some way into doing that but so far I'm having no luck. No modders that I know of has made anything similar and the potential for it can be amazing!
  17. I want to make a Mission with multiple Zeus. But when I place two virtual Zeus units and sync them with a Game Master Module each and sync these GameMaster Modules with the GameMaster Module (the one from Gamemodes) the second Zeus cant place anything exept for Markers. Is this a bug or is there any way to fix this? Both virtual Units have a different variable name and are set as owners of the two GameMaster modules.
  18. I'm hosting a Zeus mission in the future and I want to allow players to be able to respawn. However, I don't want a timed respawn and I want them to respawn as a group. I don't want them to respawn individually. The reinforcements would respawn back in the base whilst the rest of the unit is fighting. The reason I want to do manual reinforcement respawns for my players is so that I can wait for an appropriate amount of players to die before respawning all of them at a time that's convenient. How could I set this up to where I could perform a reinforcement respawn whilst playing as Zeus? How can I do this?
  19. EDIT: Please note I have removed the old versions from the workshop and replaced them with a single version which is both SP and MP compatible. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1681681569 Or download from Google Files: https://drive.google.com/file/d/1HyTACnWLHRI556LovNaGVVFOUwnYaqGY/view?usp=sharing Addons: Only CBA required DLC: Apex Features: HETMAN NR6 Edit: Real time AI commanders on both sides . Playability: Single player or CO-OP. Single Player - performance may dip but will improve as the mission goes on. Multiplayer - Dedicated server with support for up to two Headless Clients. Please note: if you die in multiplayer you need to go back to the lobby and select another slot. Not tested on a local host. CSAAF: Fed up with fighting CSAT aliens? Fight CSAAF instead. Switchable Group Map Icons: Turn on or off using the Radio menu (0-0) Optional: Load CBA mod for more detailed group names, some still need to be added TeamSwitch: Press U to switch roles and fight the war from a different perspective. Zeus: TeamSwitch to the Zeus slot and press Y .Watch the war being fought. Please note: using Zeus to add units in multiplayer may cause strange effects. Credits:Rydygier for creating HETMAN and NinjaRider600 for taking it to a whole new level. Revo for 3den Enhanced . Changelog: 29/07/19 End triggers added and lots of tidying up. You can now win the mission by reducing enemy strength to less than 30. Original post: Hello, Im pleased to release the beta of my first mission based on HETMAN NR6 edition. https://steamcommunity.com/id/MACK_MACK_MACK/myworkshopfiles/?appid=107410 There are two versions including a dedicated server compatible version with support for a single headless client as well as a single player version. The headless client is managed via Whertles Headless Script. My aim is using the awesome HETMAN NR6 script to create a real time large scale dynamic battle. Please note my scripting knowledge is virtually non existent and this is my first mission for a dedicated server. I have managed to get it all to work however I suspect there are better methods I could use. Any feedback is appreciated. Please read the description on the workshop page. Best Regards Mack
  20. These are atm. active official ZEUS servers 109.236.82.30:2302 109.236.82.30:2402 217.23.2.20:2302 217.23.2.20:2402 217.23.14.20:2302 217.23.14.20:2402 23.229.5.146:2302 23.229.5.146:2402 172.245.1.58:2302 172.245.1.58:2402 23.229.5.154:2302 23.229.5.154:2402
  21. Hi so I'm trying do do a mission where players will face a zeus with limited powers. The set units and vehicles costs module works fine with vanilla assets but not with units from RHS AFRF. On the wiki I've found this solution: myCurator addEventHandler [ "CuratorObjectRegistered", { _classes = _this select 1; _costs = []; { _cost = if (_x isKindOf "Man") then {[true,0.1]} else {[false,0]}; // Show only objects of type "Man", hide everything else _costs = _costs + [_cost]; } forEach _classes; // Go through all classes and assign cost for each of them _costs } ]; it works but only sets the cost of infantry units. I have changed it to: ZeusMaster addEventHandler [ "CuratorObjectRegistered", { _classes = _this select 1; _costs = []; { _cost = if (_x isKindOf "Man") then {[true,0.01]} else {[true,0.05]}; // CHANGED the else part _costs = _costs + [_cost]; } forEach _classes; // Go through all classes and assign cost for each of them _costs } ]; which sets the cost of all infantry units to 0.01 and all other objects to 0.05 but i can't change the cost further (i'd like to have cars < helicopters < tanks costs) for example. I've tried adding lines like _cost = if (_x isKindOf "Air") then {[true,0.01]} I've tried removing the " else {[true,0.05]};" part when doing that but it doesn't work... What am I doing wrong? Also I've already limited the access to addons for the zeus player but I'd also like to limit available factions and I don't know if it's possible...
  22. oOKexOo

    Achilles

    Achilles Achilles is a gameplay modification for Arma 3. It expands the Zeus real-time editor with many new additions as well as provides bug fixes. Achilles started as an expansion to Ares mod, which was created by Anton Struyk. Achilles became the de facto successor to Ares at the point the latter was no longer updated. Achilles has already grown into a splendid project, but new additions are still to come! Table of Contents Features Language Localization Getting Started Installing Required Addons Incompatible Addons Optional Addons Other Zeus Addons Documentation Reporting Issues, Requesting Features and Changes How to Contribute Basic Steps Setting up Your Local Development Environment Add a New Module Add a Translation Authors Contact License Features Visual changes to the Zeus interface Tons of new modules: ACE Medical (e.g. heal, injury; also work in vanilla!) AI Behaviour (e.g. animations, garrison buildings, surrender) Arsenal (e.g. add/modify) Buildings (e.g. destruction, breachable doors) Development Tools (e.g. execute code, config/function viewer) Environment (e.g. advanced weather, earthquakes) Equipment (e.g. toggle tac light) Fire Support (e.g. artillery, suppressive fire) Objects (e.g. attach to, toggle simulation, IEDs) Reinforcements (e.g. spawn reinforcements on the fly) Scenario Flow (e.g. advanced intel, side relations) Spawn (e.g. custom compositions, smoke pillar, USS Freedom) Zeus (e.g. add/remove objects) Extended attribute window: Groups (e.g. careless, hold fire) Vehicles (e.g. cargo, pylons, garage, damage wheels) etc. New waypoint types: e.g. seek and destroy, paradrop, sling load Hotkeys: Copy/past units including the full loadouts Remote control etc. Customizations: Settings (e.g. faction filter) Language Localization Achilles is available for the following languages: English French German Japanese Russian Simplified Chinese Traditional Chinese If your language is not on the list, the English localization will be used. We welcome any new translations (check out How to Contribute). Getting Started Below is what you need to know to get Achilles up and running: Installing Required Addons Incompatible Addons Optional Addons Other Zeus Addons Installing You can download Achilles from: GitHub Steam Workshop Armaholic If you are not familiar with installing ArmA 3 addons, check out the Armaholic installation guide. Required Addons Achilles requires: Arma 3 Community Based Addons A3 (CBA_A3) Incompatible Addons Addons that you should not run when you use Achilles: Ares Optional Addons These mods below are required for certain features (e.g. fast-roping): Advanced Combat Environment 3 (ACE3) Advanced Rappeling (AR) Task Force Arrowhead Radio (TFAR) Other Zeus Addons A list of other Zeus mods that are not required, but nice additions: Zeus/Eden Compositions (ZEC) Zeus/Eden Compositions for CUP (ZECCUP) Zeus/Eden Interiors (ZEI) Documentation Check out the Achilles Wiki and the Achilles Tutorial Series on YouTube. The documentation is rather limited at the time and thus, you will certainly have questions. We will gladly answer them on our Discord server. Reporting Issues, Requesting Features and Changes Please use our Issue Tracker for these kinds of purposes. In the case of a bug report, please only use a minimal set of mods (i.e. only use other mods than the required ones if they are clearly related to the issue). How to Contribute We always welcome contribution to the repository and thank you for your work! We will update the list of contributors. What you need to know: Basic Steps Setting up Your Local Development Environment Add a New Module Add a Translation Basic Steps Fork the Achilles repository Set up your local development environment Do your stuff Create your pull request And then we will have a look at your work! Setting up Your Local Development Environment Clone your forked repository Set up your addon builder (either get Hephaestus or use the AchillesAddonBuilder.bat in the repository) Add a New Module A good starting point for your new module is the custom module framework. We will gladly help you to port your custom module to Achilles (message us on our Discord server). Add a Translation You have to edit the stringtable.xml. The basics about string tables can be found on the Bohemia Interactive Wiki. If you don't want to edit the file with a text editor, you can use a dedicated tool such as Tabler. Authors Check out the list of contributors. Contact Find us on our Discord server. License Achilles is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
  23. So, I have recently setup a Zeus mission, everything is great, it works well. But, with a editing area set (In this case around the airfield of the zeus' team so they can only spawn in stuff on the airfield) I have now lost the ability to middlemouse teleport my camera around the map. Is there any solution for this, any work around?
  24. 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!
  25. Hey guys, as i bought the Creator DLC, i first edited the new Wefelingen map in the EDEN Editor for a little nice base for my ZEUS missions. When i had it finished, i uploaded it to my Nitrado Server via FileZilla. As i joined in the lobby, the lobby started "flashing" with errors in the bottom left corner. I already put the "-mod:gm" in the modification field. And i tried it again with no assets or other buildings. I simply have the spawn and the roles on the map. I tried it with the winter map and the normal map. As i cant edit the files i dont know how to fix it. The only mods i have loaded are: - Achilles - CBA_A3 I hope you can help me 🙂
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