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Found 186 results

  1. 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
  2. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 & WindWalking This thread is no longer updated!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:
  3. 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!
  4. 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.
  5. 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?
  6. 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
  7. 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
  8. 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...
  9. 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?
  10. 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!
  11. 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 🙂
  12. 2nd Battalion Parachute Regiment About Us Sometimes referred to as 2PARA we are a Arma III MILSIM community that believe in having fun while getting the job done. We believe that Military Simulation can be done without certain aspects of the real military such as addressing people by their rank or calling them “Sir”. We aspire to create a fun Milsim environment for new or seasoned Milsim players from around the world, however we are Australian based and look after our Aussie members before our international members as the largest part of our community is Australian. Our Structure Applications are open in all air and ground sections. 2nd Battalion, Parachute Regiment - Alpha Company | Infantry - 1 Section - 2 Section - 3 Section - Bravo Company | Support - Armoured Section - Engineer Section 4th Battalion, Parachute Reserves - Reserves - Recruits No. 2 Squadron - Rotary Section - Fixed Wing Section Requirements: You must be of ages 16+ (unless vouched for by someone currently in the unit) You must have a microphone to be able to join! You need to be respectful to all members. You must have Teamspeak 3 installed. You must have a legit copy of ArmA 3. You must be able to follow orders from superior officers. You must be able to attend our weekly main operation Time Schedules Training Friday at 1800 AEST Operations Main Campaign: Saturday at 1800 AEST Fun op Sunday at 1800 AEST How To Join Us: If you are interested please join our teamspeak and wait in the Waiting For Recruiter channel and a recruiter will be with you shortly. Teamspeak: ts3.bris.wombatserve.rs:10100 Steam Group: https://steamcommunity.com/groups/2ndBattalionParachuteReg ORBAT: https://docs.google.com/spreadsheets/d/10p_V0SNjIOX-zkb1QSv4fxul_z3u2eqzYDUCA2xgwLw/edit?usp=sharing Discord: https://discord.gg/48WVMhC
  13. There are a few known issues with Public, Official Zeus servers (And also the overall zeus interface), that I hope can be addressed by developers: 1. (Semi-Significant, brought up a lot) The USS Liberty, or any static DLC Ship is impossible to spawn through the Zeus interface. This negatively impacts gameplay as an Official Zeus cannot expand upon the usage of DLC content. 2. (Significant) Server stability is extremely bad, with every server needing a full restart once every 3-4 hours or endure terrible performance and possible crashes. Nothing the Zeus does can fix performance at this point, no matter what is deleted. 3. (Minor) After a vehicle has been used by a player, the Zeus is unable to rotate it. 4. (Semi-Significant) There is no way (at least from what I've gathered), of effectively rotating an object so that it remains even with other objects. An option to rotate by specific degree amounts would be much appreciated. 5. (Significant) Vote kick requirements are way too extreme. It can be nearly impossible to kick griefers or well-known trolls if a few members of the server do not understand how to vote kick properly. Another solution that I propose is to have a better indicator of how to participate in the vote kick when it is started. 6. (Significant) There is no way for an admin to at least temporarily ban a certain player from rejoining the game. This means that especially determined griefers can continuously rejoin the game over and over in order to take up time from the game. A temporary ban option (from that specific server) would be highly appreciated. That's all I've got for now, there's more, but I cannot recall it all at this time. I will be making additional posts as more issues are discovered.
  14. 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?
  15. 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.
  16. 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!
  17. 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 \/ \/ \/
  18. 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
  19. 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
  20. 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?
  21. 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.
  22. 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
  23. 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/
  24. 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 ?
  25. 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.
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