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Found 176 results

  1. okay, here is the problem, i have my own RP mission that was made for ravage with some mods in it: also running everything on dedicated server, here is my server: so the problem: after 1 hour and 6 minutes the zeus become almost broken, i can still place units and objects on map but modules dosen't work (like smoke and other) when i place them nothing happens, the icon stays on the map and that's it, only restart is helping... no RPT errors, only this one when i trying to place module 22:50:09 Cannot create object 10:313 with type[AIUnit], param[unit], NMT code[113] (not even sure if it zeus problem or note) server fps is staying on 46-50, client fps is 60+ i also tried to test the problem on vanilla map, still the same... can someone help or tell me how can i fix it? because i can't play without modules, maybe i can restart the zeus somehow? via script maybe? because i also have infistart on my server so i can run scripts via console. Maybe it's because ravage zombie module spawning a lot of zombies, i have some people who are playing on my server 6 right now and the zombie module is set to 20 zombies per player and the max amount of them is 10000 but they are despawning anyway when the player is away from the cites and other places so... not really sure. or maybe VANDEANSON APOCALYPSE is causing the problem because it's spawns a lot of assets... but i can't play without that mod because its bound with my mission, so the question is it possible to reset zeus without restarting the mission?
  2. Hi, I have close to 800 hours in ARMA myself but here's the situation: We're having a little LAN at work and to my surprise ARMA3 is getting some votes in the game selection (#2 just after Overwatch). This raises the challenge how to run ARMA as a one-shot thing with people who likely are completely new to the game. The Bootcamp can be great in introducing the very basics but we're talking of quite busy people who might not have the time to go through anything like that on their own. They are more or less gamers and generally bright people so they might pick up things quick on the go - most of them I don't know that well however to assess their exact capability. Everybody being in the same room and focusing on the game can help too. Was thinking of writing a little info blurb with just a few pointers how this game is different from your regular shooter and pointing them to the Bootcamp so some at least can pick up things beforehand and educate the others. Also making it co-op removes much of the skill gap and can provide for a nice change of pace in the LAN. Keeping it simple is a must, then again multicrew vehicles is something where ARMA shines and just driving and fooling around in a ground vehicle is quite easy and fun to do. I would think Zeus mode, or can I find fun missions that are easy to set up and easy to play for total newbies? Zeus would provide the advantage of adapting on the fly and setting both the content+challenge level to group specifications. I do have experience with the editor but I'm new to Zeus myself, I've been glancing at it and thinking it's a great tool - I used to play it while I was new - but the time to prepare is very short now. We could make it a simple scenario in semi-open terrain + towns, most probably Altis as that's the map most familiar to me and it's commonly played, also very different locations available. Assuming 7-8 players I'd break it into 3 fire teams: motorized recon (1-3 experienced players), an armored component (eg. tigris, MBT, APC with 2 or 3 people), motorized rifle squad (everybody else, mostly newbies). There's probably around 2-3 hours we can spend on the whole experience. Running Zerty's Mod with the right settings could be an idea, as I'm familiar with the mode and it exposes much of the game. We'd be taking over one town after the other and building our force. The enemies mostly would be stupid bots with some vehicle support (they would have APC etc). This way everyone would get to play and there would be a challenge to rise to, the experienced players would pull more of the game though. The challenge wouldn't really scale up but it's a short exercise anyway and in just a couple of hours we could get to running around with various ground vehicles or even commanding bots (it gets tricky in this territory though). Zerty's has a couple of its own mechanisms like factories with build queues, town mechanics, economy and bases so some people involved could get bogged down by those (IMO you could mostly just ignore them and tail the rest of the group). In terms of training, I think we need to cover: The basics of handling the game (gear selection, context menu, what to expect) How to operate with infantry (using cover, stances, locating enemies or rather the difficulty of it) How to hit things with firearms (eg. holding shift, selecting your engagement range, weapon types, bullet drop/zeroing, short bursts) Any special roles people want to try out (sniper weapons, ATGM, vehicle gunners) I will need to have another look at the WarMachine mode as that might provide just what we need, but in a more simple format. Any other ideas, concerns or suggestions?
  3. I am trying to put together a trigger which gives Zeus points every time a truck goes between two points on the map (Like a supply line). If one Zeus is playing as the OPFOR team, they must spawn a Tempest Ammo truck and tell it to Cycle between two points (Point A and Point B). If the truck is spawned at Point A, the Zeus must order it to go to Point B, once it reaches Point B it must then be ordered to turn around and go back to Point A before Zeus points are added to that team. The Zeus can have multiple trucks going back and forth to add up Zeus points more quickly. I have managed to work out how to make the triggers active when a certain Vehicle type has entered the trigger, but I am having trouble working out how to get the supply point triggers working properly.
  4. Fireteam raven founded by veteran players looking to create a welcoming environment for new players as well as explore a vast variety of game modes in a relaxing mil-sim style with out pointless walls like signups and bcts Our Discord: https://discord.gg/N3xswQk Teamspeak will be provided when you join!
  5. JimHawkins

    Looking to join a zeus op?

    Greetings Arma 3 players! My name is Hawkins1999 and recently I have fallen in love with zeus ops. I am looking for players who are down to join in my ops and help me grow in my zeus knowledge. I will be setting up a discord for my ops and look forward to giving you guys great scenarios from halo all the way to zombies and warhammer! Some basic requirements for joining are: 1. you have to be responsible. No trolling ?, dont kill allies for the "fun" of it. Everyone is just trying to have a good time. 2. You have to treat other players with respect. No harassment of any kind. Some table talk is ok but dont take it too far... 3. Your gona need arma 3 Apex as most zeus ops require it for you to be able to join. 4. You must register on the discord with a simple ign, type of player you are, time zone, type registration. 5. Be patient as I dong have much experience zeusing but I know enough and I've taken a hell amount of notes. I will update this when I get the link for the mods needed as well as the discord set up. Stay tuned ETA 5-6 hours for update Update- https://discord.gg/suZAQ4 is my discord. please keep in mind this is just getting started so don't be disappointed if there is nobody in the discord yet. Mods required- Ravage Zombie mod- https://steamcommunity.com/sharedfiles/filedetails/?id=1376636636&searchtext=ravage Halo Operation trebuchet mod- https://www.dropbox.com/s/1u9pm2u85yks19x/OPTRE_HALO_Liru.html?dl=0 Warhammer mod- https://www.dropbox.com/s/9z306fxrdy7y9l4/TSBWarhammer.html?dl=0Updated Task Force Radio video below \/ \/ \/
  6. White Fox Assault Regiment GENERAL INFORMATION Discord: https://discord.gg/8uNcKed SteamGroup: https://steamcommunity.com/groups/WhiteFoxAssaultRegiment Teamspeak : 173.234.27.145:10033 Email: whitefoxassaultregiment@gmail.com About The Unit The White fox Assault Regiment is a milsim unit showcasing modded, Zeus operated campaign missions based around an Infantry unit but with branches in Recon and Aviation. We are based in both the EU, US with an average of 50 active members attending the main weekly Campaign operation and with around 15-20 attending any mini missions hosted by any of the players who want to run as Zeus for the night. We give new players and old players the same chance to host the mini ops so if you want to play on the ground and as the Zeus then you are more than welcome! We strive to not only set up the foundation for an outstanding Milsim experience but a brotherhood of gamers that can span into a variety of other games outside of Arma. If you like videos such as Liru the Lance Corporal or Karmakut then we aim to provide an excellent mix of the both, providing a true milsim experience whilst maintaining the casual gameplay aspect. No one is required to have 100% attendance, you just let us know when youre free for a mission so we can add you in. Requirements: Working microphone Your own, legal copy of Arma 3 Age requirement of 16+ (younger applicants are subject to moderation) To have a minimum of 20 hours logged in Arma 3 or Arma 2 Must speak English to a passable, coherent level Must have Discord No DLC required! When you join the Discord message either SFC K.Velez, SSG M.Jewsbury or any of our SGT's and we can set you up
  7. The Zeus Deck Boss mod allows the placement of objects on a carriers fligthdeck. For this you need to add an event handler to the game master object. Add the following line to the game master init box: this addEventHandler ["CuratorObjectPlaced", ttt_curatorcv_fnc_place]; When the Zeus with the eventhandler now places an object on the Freedom, Nimitz or CUP LHD, the object's height will be automatically adjusted. Written by TeTeT, based on an idea by Leshrack. Mirrors: Armaholic: http://www.armaholic.com/page.php?id=33906 PWS: TBD SW: https://steamcommunity.com/sharedfiles/filedetails/?id=1355749908
  8. I made two missions that allow me to see and edit players and models that other Zeus spawn in real time without having to add-editable-objects every time with Achilles. Each Zeus can also see each other's players placed in the editor. To do I simply placed four players, four game master modules, and set each player as the owner of a module - I also put in a respawn point - and it worked. However, when I tried the same thing later for another map, it did not work. Each player was a Zeus but could not collaborate like in the other missions. Also, the Zeus could no longer see their player models placed in the editor. I found a video, and it solved not being able to see the player models but it did not answer the main problem. I also have tried this, but I cannot seem to get it to work. Why can multiple Zeus collaborate in the first two missions I made, but not when I do the same exact thing on other maps? Also, is there a sure way of making a multiple collaborative Zeus mission that works every time?
  9. Weirdly, Zeus cannot spawn the USS Liberty static ship added on the Encore update, it's not even listed on the Static Ships section, only the HMS Proteus shows up. This has been an issue ever since the Encore update hit. Could we get a fix or a reason as to why we cannot spawn it? I'm not even sure if the devs are aware of this issue.
  10. Hello, I am working on a mission and having some difficulty: some time into the mission, every player who has a zeus slot assigned will find their game crashes with the following: 0xc000005 STATUS_ACCESS_VIOLATION I'm kind of at my wit's end trying to debug this issue, as it makes administering the mission a bit problematic if the admin users are being kicked every 20 minutes or so. The mission begins fine, but as units spawn and the player count rises, the odds of the kick happening increase. The interesting thing is it doesn't isolate some users: it's all users that have a zeus module assigned. My initial approach was the dynamically create zeus modules and assign admin users to them, but then I went back to a standard pre-placed module approach, with UIDs as the assignment, to see if that was the issue. Both methods produce the same results. In the .rpt, we get the following: 2018/12/19, 21:11:01 Client Username - client's ticket has become invalid. Code: 6 2018/12/19, 21:11:01 NetServer: cannot find channel #264769362, users.card=45 2018/12/19, 21:11:01 Message not sent - error 0, message ID = ffffffff, to 264769362 (Username) and that happens every second until every Zeus user has crashed. I've tried to be very efficient in the coding of the mission, but there are some loops that run for various reasons. I've used diag_tickTime to clock how some of the longer scripts are performing, and nothing goes over 0.52ms... there were probably around 300 units running in the mission at the time. Any ideas, or suggestions of what to check? I'm at a loss. - Ryko
  11. 501st Chairborne Division We are a small ARMA group of around 10-15 people wanting to expand into the public and welcome anyone who might be interested in playing in an immersive, mature environment, while having quite a few roleplay aspects (interacting with locals to provide intel, talks and story among fellow troops, etc.) We're rather easy going and are open to any questions and ideas. Ops are run every Saturday, Australian Eastern Standard Time. Game Modes/Ops/What we do: Currently we're focused solely on having a Zeus or two write campaigns and script missions to make it as immersive and hands on as possible. We have Ops that have great diversity, such as infiltration, extraction, armoured assaults, sea invasions and much more. We don't stick to one specific time period and we move onto different campaigns and scenarios when the players express interest in change. Thus far, we've done a PMC campaign that was in Africa, 7th Cav in Vietnam and we're currently playing a multinational Special Forces group that is currently stationed in Iraq. Contact Discord Democracy#2496 Exe#9871 Steam: https://steamcommunity.com/id/executeable/
  12. Hello i would like to know how to sync a playable/respawnable unit to a module in MP environement. I try to make playable unit displayed with the HC ui after respawn but thats not work, i search on the web but its like its not possible to make it work without issue. So i have try with zeus + "ModuleCuratorAddEditableObjects" but same issue the unit wont show up after respawn. I have tried different way with this command without success. I want to add a commander feature inside a custom warlord similar to liberation, where the zeus commander can only see blufor unit, same with opfor commander. Somebody know how to transfer new blufor unit to zeus interface ?
  13. DyingWhisper

    Zeus wont activate

    Whenever I go ingame to try zeus it does not work. I have mods loaded, including achilles, but when i hit Y it does not load the zeus interface. I have two Gamemaster modules on the map, one owner is set to #adminLogged and the other to owner zeus, and i have a playable character whos role description and variable name is zeus. The map im using is G.O.S N'ziwasogo.
  14. Hi folks, I'm trying to get away from editor-placed zeus modules, and I've got everything working except editing units. With the following code, a connected player is assigned a curator module that's dynamically created, and can create/delete/move/issue waypoints to spawned units: but double-clicking on the unit does not produce the editing dialog. What am I missing? curatorGroup = createGroup sideLogic; addMissionEventHandler ["PlayerConnected", { params ["_id", "_uid", "_name", "_jip", "_owner"]; _player = (allPlayers select {owner _x == _owner}) select 0; private _curatorModule = curatorGroup createunit ["ModuleCurator_F", [0, 90, 90], [], 0.5, "NONE"]; _player assignCurator _curatorModule; _player setVariable ['curatorModule', _curatorModule]; }]; (My code is a bit more elaborate than this, but this stripped-down version produces the same results.) Thanks, Ryko
  15. Issue(s): When re-joining a mission after leaving, it won't allow acess to the Zeus interface. When performing a #missions and reselecting the mission it will also remove any potential Zeus access. Mods Used: Server is launched with TADST on a external VPS. Modules that are placed in the Mission: Game Master: #adminLogged Game Master: Owner is set to a UID, name is Ellman, and set to all Addons including unofficial ones. Game Master: Set the same way as the 2nd one with a different "Name". Old code that were ran in the "initPlayerServer.sqf" previously but now throws up a error: Zeus Settings set in ACE3: Any help to resolve this issue with be appreciated. Edit: Test: I have 5 slots that need Zeus and named them "T1", "T2", "T3", "T4", "T5". Six different Game Master modules were made calling the following Owner: #adminLogged T1 T2 T3 T4 T5 When initially connecting to the server there were no issues accessing Zeus. After reconnect I had to respawn before Zeus access would work. But after #missions and re-selecting the mission it will NOT allow any Zeus access. So question is if the current actual issue can be resolved.
  16. Emazz

    Call Of Arma 3

    Crew Expendable First mission of CallOfArma3 (cod4recreated) campain I recreated a merchant ship all whit static obj ( 5/6 hours) and more hours for a decor ship . But I'm really satisfied with the result , I await your feedback and criticism . =) You need a great Zeus or you cant play it Zeus task: You have 2 video to start by consolExc " play = ["videos\primo.ogv"] spawn BIS_fnc_PlayVideo; " for briefing and " play = ["videos\ultimo.ogv"] spawn BIS_fnc_PlayVideo; " for last part of mission You need to place a Document inside a radioactive container Put contact whit animation inside the first building More mission incoming stay tune https://steamcommunity.com/sharedfiles/filedetails/?id=1572979367
  17. sprucewaine

    Rearming AI

    I can't figure out how to tell units to rearm when i'm in Zeus. How do you re arm units in high command and Zeus?
  18. Hi, so I am in dire need of help in regards to how to set this up... What i want is several areas in which you can use Zeus to set up player respawn camps with some storage etc. Its a ravage survival mission and this is an important aspect. I want all players to be able to enter specific areas and then place down tents campfires blah blah blah..... But i also want to restrict what they have access to i dont want them placing down tanks Ai or anything like that just specific empty objects that i can define. Finally i also want these objects to have a cost, now i am aware of the points system but i couldnt find a way to edit each cost individuallly. A really detailed response would be much appreciated! help me guys and gals. PS the points will be earned via triggers on completing quests and stuff..
  19. jake maisy

    Maisy's Mil Sim

    would any want to join my mil sim group i am creating? i have a server and we plan on doing zeus made missions, and campaigns on the weekends, we are scheduled to launch this coming Saturday and really need players, theirs no recruitment atm we are looking for players that just want to have a good time and enjoy aspects that Arma 3 offers that a lot of players dont get access to, there are no time requirements or skill requirements, We do plan on being realistic and structured but at a its a video game and we are going to make sure we have fun kinda view. discord with more information https://discord.gg/Wx3vQw4
  20. Dwarfakiin

    KP Liberation Zeus control

    Alright, so... I'm having general issues with the AI of this game, and I highly doubt it's because of the actual AI, since enemy AI seems to be more than capable of doing exactly what I'd like to do... such as move. So for those of you unfamiliar with KP Liberation, you control your forces using Zeus, which is a fantastic idea. You can't edit any troops, and you can't even interact with enemy forces, but for some reason, whenever I am using the AI, they always do the most ridiculous things you've ever seen, worst part is they generally do this during combat. I'll list my issues below, and if anyone has any kind of fix for these issues, please please please! let me know. - AI getting into a vehicle then instantly dismounting, then repeating the cycle, sometimes even when I haven't told them to get in a vehicle. They seem to do this mostly whenever they're in combat, as when I set them to safe, they (most of the time) work fine and get in their respective vehicles, but of course if I'm using something like a Gorgon or Marshall, where the intent is to keep them in these vehicles to transport them safely, and so they can make use of the fire power they have, it generally isn't helpful when the gunner is playing musical chairs. - AI sometimes having incredible detection range, and other times having god awful detection. So this one is really annoying, I find that sometimes, we'll say for instance in a MBT, the AI will start engaging from 1 - 1.5KM, which would be fantastic if the liberation mode didn't penalize you for destroying buildings, which the MBTs seem to be adept at from long ranges. However by far the worst side of this, is when a enemy tank is maybe 100m away and is firing at my allied tank, and yet my tank doesn't seem to care about it, it just sits there and ignores it, even my AT soliders that accompany my MBTs seem to ingore the tank until it has completely decimated my tank. - So this one is kinda hard to explain, but it is an issue I'm dealing with right this second, at the same time as dealing with the first issue. My AI for whatever reason, are considering the OPFOR MBT which is about 2.5KM away a major threat, and they are gunning for it constantly, even though I am telling them to go the opposite direction, as I am trying to mount an offensive and don't fancy them going in one by one. Often times when I have this issue, the AI make things even more frustrating by exiting their very expensive vehicles and just walking, which causes me to lose the vehicle aswell. There's also the matter of when I do actually want my troops to move in, they seem to get wet feet and decide they aren't paid enough for this, because they start sprinting in the other direction, funnily enough, often to get in a vehicle. I can somewhat mitigate the fact they're trying to get in vehicles by just giving them 100-200m between each move marker, but it doesn't always work. For some reason they seem to think it's alot easier to run 2km down the road to grab a HEMTT from my FOB, than it is to walk 400m forward (and yes, I've had them try a frontal assault with HEMTTs and even an unarmed Huron before, where they flew over and just hovered there for about 20 seconds before the pilot died, killing all on board) - Lastly, the AI are just all round awful. Their Pathing doesn't seem to work half the time, they often don't take cover, sometimes they'll throw grenades at technicals and APCs but won't use the AT Launcher on their backs and they'll occasionally spread themselves so thin, that they can easily be picked off without the rest of the team ever knowing where the fire is coming from. Oh there's also the fact that putting AI in control of vehicles seems to be an all round terrible idea since they seem to love to travel 130mph head first into the nearest building. Sorry for so much reading, but the AI in this game are so infuriating at times (Anything past this is kinda a rant so y'know, read ahead if you wish) They really do ruin the game for me, as they make life so difficult when you have to command them and such. It'd be nice just for once to spend 10 mins on setting up my team and getting to the AO which would require an hour to take, rather than it being the other way around. I know the AI in this game can at times be amazing, truly amazing. But it only ever seems to happen every once in a blue moon, the rest of the time you're spent watching them run each other over in apparent fits of friendly fire and rage. I really do hope that if we get an ArmA 4, the AI will be significantly improved because they're supposed to be special forces, not "special" forces. I'll admit, at times I do get a slight giggle out of the stuff they do, like one time when one of my MBTs just mowed down a troop of enemy soliders because they decided to stand infront of it when it was traveling at top speed, but most of the time it's just frustrating and annoying. Not to mention that there's been alot of times when I've made a convoy of some kind, sent them on their way, and then as I'm catching up to them, I'm finding either completely destroyed prowlers and hunters, or just vehicles that had difficulty getting round a corner and decided "Oh well, they're too far ahead now, might aswell just sit here and wait for them to come back" meanwhile the convoy leader is just sat there thinking "Yeah I'm sure they'll catch up" little bloody deserters. Most of the time when I bring it up with anyone about the AI, they're always saying "Well that's why you play with players" but unfortunately I don't have 16 friends I can use to fill in my Huron, so I guess the amazingly stupid AI has to fill in the gaps. The weirdest part for me is that all of these issues seem to go if the soliders I'm using are in my own squad, and are ordered the normal way rather than by Zeus, which is odd since I originally thought that Zeus would have far more control than the normal squad system ever could. Anyways, rant over, if you can help with any of this they please dear god do, it'd make my life so much easier and I would greatly appreciate it, and thank you so much for taking the time to read all of this, I am very grateful.
  21. Hello, so ive spent a lot of time playing arma with my friend on my own created server with custom zeus vs zeus mode (we play with addons for russian and USA vehicles and soldiers, Russia vs USA) and we want to play with prices of soldiers so the other army cant cheat, and I tried for 30 mins searching google and trying to set up this mode on 1 zeus, but when I open zeus as game master, there is just drones section for russia NPC, and I cant even afford it cause prices with addons are bit bugged or arent set. Please help me, if you dont understand me, tell me, I try to explain more. Here is video of what im talking about, cause my english is bad:
  22. erikcz-f05fb571f456ccac

    How do i set prices of addon vehicles for zeus

    Hello, so ive spent a lot of time playing arma with my friend on my own created server with custom zeus vs zeus mode (we play with addons for russian and USA vehicles and soldiers, Russia vs USA) and we want to play with prices of soldiers so the other army cant cheat, and I tried for 30 mins searching google and trying to set up this mode on 1 zeus, but when I open zeus as game master, there is just drones section for russia NPC, and I cant even afford it cause prices with addons are bit bugged or arent set. Please help me, if you dont understand me, tell me, I try to explain more. Here is video of what im talking about, cause my english is bad:
  23. 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.
  24. Can anyone explane what this is and what it means ? It has something to do with zeus. is it only visible for the zeus and can it be removed?
  25. 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
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