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Found 187 results

  1. 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.
  2. 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
  3. 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.
  4. 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
  5. 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?
  6. 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..
  7. 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
  8. 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.
  9. 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:
  10. 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:
  11. 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.
  12. 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?
  13. 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
  14. Hello, i've come along some problems with my missions in multiplayer and now i'm wondering, if there are some workarounds for them. 1. sometimes players can't pick up items from dead bodys. this is a arma classic by now. any ideas how i can minimize the change of it happening? 2. sometimes a mobile spawnpoint (tent) is not available for certain players, while it is for others. also disconnecting and rejoining does not help for the client, who cannot see the spawn point. repacking and resetting the tent does not help either. any ideas? 3. animals (from the animals modules) either don't spawn in MP, or they do spawn but are completely static. i noticed that there are different animal modules, but i haven't had success with either of them. any ideas? i really need some sheep in my missions! 4. the first shot fired from the new VLS on the liberty destroyer doesnt't work. there is a sound and VLS reloads, but the missile does not actually show. the second shot and following shot seem fine. it's not a game-breaker but a bit of an imemrsion killer... 5. not a real issue, but i will add this here, instead of making a seperate thread: a player that entered ZEUS mode, will still have some UI on his screen, even when he leaves ZEUS (i think it is the ticket counter on the right, if i remember correctly). is there a way to limit ZEUS UI to the time actually being in ZEUS mode? thanks for you help:)
  15. I'm looking to remove the keybinding of Zeus in game from the Y key. I'm looking to move the key to another spot, but I need to remove it first. Does anyone know what the variable name is in the eventhandler? This is what I have so far. Unless someone knows another way. Thanks for any assistance _display = (findDisplay 46); _varName = "NAMEOFVARIABLENEEDED"; // Exit in case event is already registered if (!isNil { missionNamespace getVariable _varName }) then { private ["_index", "_down", "_up"]; _index = missionNamespace getVariable _varName; _down = _index select 0; _up = _index select 1; // Reset event handlers _display displayRemoveEventHandler ["KeyDown", _down]; _display displayRemoveEventHandler ["KeyUp", _up]; missionNamespace setVariable [_varName, nil]; };
  16. I have made custom faction, everything seems to work fine, except two things: 1. Even though units appear in Eden editor under custom faction name, they do not appear based on custom CfgVehicleClasses; instead it seems they inherit classes from units they are based on; 2. Also custom faction and its units completly not appear in Zeus. class CfgPatches { class LAF_UNITS { units[] = { LITHSOF1_Operator, LITHSOF1_Operator_solid, LITHSOF1_SquadLeader, LITHSOF1_Support, LITHSOF1_rifleman, LITHSOF1_AT, LITHSOF1_engineer, LITHSOF1_explosiveSpec, LITHSOF1_medic, LITHSOF1_Designated_Marksman, LITHSOF1_sniper, LITHSOF1_spotter, LITHSOF2_Operator_desert, LITHSOF2_SquadLeader_desert, LITHSOF2_rifleman_desert, LITHSOF2_AT_desert, LITHSOF2_engineer_desert, LITHSOF2_explosiveSpec_desert, LITHSOF2_medic_desert, LITHSOF2_support_desert, LITHSOF2_Designated_Marksman_desert, LITHSOF2_Sniper_desert, LITHSOF2_Spotter_desert, LITHSOF3_Operator_new_camo, LAF_Rifleman, LAF_AT_MAAWS, LAF_AT_Javelin, LAF_Designated_Marksman, LAF_Engineer, LAF_ExplosiveSpec, LAF_Medic, LAF_SquadLeader, LAF_Support, LAF_Driver, LAF_Officer, LAF_Officer2, LAF_Pilot_plane, LAF_Pilot_heli, LAF_Mi8_Air, LAF_Heli_Light_Air, LAF_L39_Air, LAF_HMMWV1_Wheeled, LAF_HMMWV1M2_Wheeled, LAF_HMMWV2_Wheeled, LAF_HMMWV2M2_Wheeled, LAF_M113, LAF_Zamak_covered_w }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { a3_characters_F, a3_characters_f_beta, a3_characters_f_gamma, a3_characters_f_bootcamp, a3_characters_F_EPB, a3_soft_f_beta, a3_air_f, a3_ui_f, a3_weapons_f, rhsusf_weapons, rhsusf_weapons2, rhsusf_weapons3, rhs_weapons, rhs_weapons2, rhs_weapons3, rhsusf_infantry, rhs_infantry, rhs_infantry2, rhs_c_troops, rhsusf_hmmwv, rhsusf_m113, rhsusf_c_m113, rhs_a2port_air, LAF_balaclavas, LAF_Carryall_Bag, LAF_backpack_small, }; }; }; class cfgFactionClasses { class LAF //Faction Calling Name { displayName = "Lithuanian Armed Forces"; //Faction name in-game icon = "LAF\Data\UI\LAF_logo.paa"; //Path to texture next to the faction name in editor "PBOname\filename.paa" priority = 1; //How far down it is on the menu side = 1; // 1 Blufor 2 opfor 3 independant i think. }; }; class CfgVehicleClasses { class LITHSOF1_Units //Name of unit group e.g Air, Infantry, Armour { displayName = "Men (LITHSOF Woodland)"; priority = 1; }; class LITHSOF2_Units { displayName = "Men (LITHSOF Desert)"; priority = 2; }; class LITHSOF3_Units { displayName = "Men (LITHSOF New Camo)"; priority = 3; }; class LAF1_Units { displayName = "Men"; priority = 4; }; class LAF_air { displayName = "Air"; priority = 5; }; class LAF_Wheeled { displayName = "Cars, APCs"; priority = 6; }; }; Unit example (relevant part of script): class LITHSOF1_Operator: I_soldier_F //Unit Class name: Class getting info from { side = 1; faction = "LAF"; backpack = ""; vehicleclass = "LITHSOF1_Units"; genericNames="SOPNames"; author = "Karolus"; _generalMacro = "LITHSOF1_Operator"; scope = 2; scopeCurator = 2; scopeArsenal = 2; displayName = "Operator"; }; This unit, for example, in editor appears under "Men", instead of "Men (LITHSOF Woodland)". And same goes for every unit, almost all of them are merged under "Men", except snipers, which inherit information from I_Sniper_F, and appears under "Special forces". One of helicopter appear under "Helicopter", other on "Helicopters", etc. Also, as you can see, I have written unit classnames under cfgPatches, as its required to work with Zeus, also scopeCurator = 2 is written under every unit i wanted to appear in Zeus, but whole faction and its units do not appear in Zeus. I have read that this problem was related to custom faction classname in the past and if I wanted it to appear in Zeus, i had to use vanilla classname as NATO, for example. But it appears that mods like RHS works just fine in Zeus with custom faction classnames, so i don't understand where the problem is.
  17. Hi, 99th Death Division is a group of people from NA and parts of Europe that get together every week for an immersive zeus event that includes realism and fun. We are looking for people (preferably 18 or older) that are interested in experiencing immersive, realistic community events and have fun doing it. We have a rank structure, however we do not do hyper-realism events such as marches or range etiquette. There is a training requirement for joining but it is just to test if you have a basic understanding of the game and are the kind of person we are looking for. While we prefer 18 or older, we will not turn you away if you are below that age, but you will have to prove your maturity and ability to listen. We will not recruit anyone below the age of 14, NO EXCEPTIONS. The main server we play on is currently 16 slots (mainly because this group was just founded), however we may expand that in the future as our group expands. If you would like to join, we currently meet on our Discord Channel on either Friday or Saturday at 10:30 pm EST. Discord Server:https://discord.gg/QenV27M
  18. hey, i really searched for a long time on how to get gamemaster module for players over the database adminlevel, and i found nothing. So i ended up here and hope for more help. I am running Altis_Life 5.0 (idk if that matters) so on my MP Server, i want to klick a button in the dialog, and if i do that, it should call for a certain function. In this function it should start like this: #include "..\..\script_macros.hpp" if (FETCH_CONST(life_adminlevel) < 3) exitWith {closeDialog 0;}; closeDialog 0; //from here i need help... //call BIS_fnc_moduleCurator; and from this function, it should enable the player on the server, that has adminlevel 3 or higher, the zeus game master module with all the addons. the only thing i found a little bit similiar is another forum post from 2014, but unsolved...: It would be really great if someone has a solution to this problem...
  19. Enhanced Zeus Gamemaster Created By Curious, Hosted by Requested Everywhere This project is no longer supported by the developer. If you wish to continue development, contact me and I can guide you through the file structure. Please do not publish mirrors or edits without contacting myself personally. Hello everyone! Have you been playing the official Zeus GM mission file and thinking "This is missing something..."? Have you ever seen trolls completely wreck a server with hacks or exploits? Have you had trolling Zeus’s who are really difficult to get rid of? We may have something that you will like! Enhanced Zeus Gamemaster is a intensely edited version of the official Zeus gamemaster game mode created by Bohemia Interactive. There are lots of features that are present and more are planned as time goes on. If you are unsure what Zeus is however, take a look at this: https://community.bistudio.com/wiki/Arma_3_Field_Manual_-_Zeus So time to sell this game mode to you... hehe Features I spent a lot of time collecting common features that players would like to see in Zeus. These would include some of the following: Client-side mod support and full integration of mods like Ares | Achilles Expansion. (More below) Force animations on AI units. Keybinds for common modules and actions for AI. Rework parts of the menus to make more sense from a creation stand-point. Custom mission parameters. Custom Framework for easy integration over maps. Custom server-side "anti-cheat" for monitoring, and acting, on players misbehaving. Magazine repacking. Blacklist Zeus slots. Whitelist Script Execution Module for trusted Zeus's. Custom smoke colours/sizes. And much, much more! (Please refer to the changelogs below.) Some of these features are also in a framework that has been created for this gamemode. It is a combination of two, created with the purpose of the gamemode. These go under the names of "Curious's Framework" and "Enhanced Zeus Gamemaster". Here is some extra information about them. Curious's Framework is the backend functions and bulk of the scripts regarding the players etc. It also deals with some of the GUI scripts. Enhanced Zeus Gamemaster is most of the custom GUIs, custom modules, ZGM-exclusive features etc. as well as being the final front face of the gamemode. Both work together to bring you this gamemode. Modifications Allowed *NOTE: All mods are optional. They're not required but are there purely for the enhanced experience they provide for some players. There are a few mods that the mission file has been fully configured for. These are: Ares | Achilles Expansion Community Based Addons I also have allowed some other mods if the player wishes: JSRS Sound Shacktac UI Blastcore Edited (Standalone) Zeus/Eden Custom Compositions Zeus/Eden Interiors Vana Loadout Manager Tao Folding Map Immerse Pack Advanced Series At the request of players, I can also add more mods that are clientside. Hosting This mission file is currently still under development. There is a semi-stable branch that is now able to be used and up for download. You can find it at: Github *Note - Please download the whole folder, then choose the offical Branch for most users. Some comunities have requested certain things, hence custom branches. If you wish to do this, then you can get into contact with me. if you would like to become an offical branch of this mission file, you can PM me. Please be aware that I will ask more specific questions based on the results in the spoiler. Open to find out what you need to answer if you're interested in hosting this. We hope to see you on our servers soon! Come and join at the IPs below. If you're unsure on how to join a server via direct connect, look at: https://steamcommunity.com/app/107410/discussions/0/135512931362743878/ Server 1 (USA - East | EST) - Currently unavailable Server 2 (USA - West | PST) - Currently unavailable Server 3 (EU | GMT + 1) - Currently unavailable Server 4 (EU | GMT + 0) - Currently unavailable
  20. So thanks to Commy on Arma 3 Discord, we have finally been able to fix the issue whereby Zeus would not show some of our units, objects or buildings Here's how to ensure your items show up in Zeus 1. make sure each item has scope = 2; scopecurator =2; 2. make sure in the cfgpatches class, units[] has a full set of working classes listed with no mistakes/ scope 0 objects, or incorrect classnames - see example 3. if vehicle has scopeCurator = 2 & is present in cfgPatches but crew is scope = 1; or scopeCurator = 0 or not present in cfgPatches or crew = ""; or the crew pbo is not preloaded, then the whole vehicle is not visible in zeus. 4. make sure your cfgpatches class name is in preloadaddons list[] in cfgaddons. The downside to preloading all of your addons, is that it uses a lot of RAM. So choose the best set of mods that you really need for Zeus. Beware in more complex mod packs, you might have multiple instances of cfgaddons throughout your config family. In this case, if you accidentally duplicate a class of cfgpatches in your list[] array, the entire list in that instance of cfgaddons will fail to load in Zeus. For this reason I recommend having only one cfgaddons class in your mod, with a full list of your correct cfgpatches classnames in the list, OR only have one cfgpatches entry in your list and have one cfgaddons class containing that list in each of your pbo /addons. So distributed or centralised, but don't mix the two approaches. You can use configviewer to browse cfgaddons to see which classes are loaded In the example below, all of our cfgpatches classes are listed in one single central list in class cfgaddons { class preloadaddons {class unsung { list[]= {etc}; }; };}; and that's it! simple. demo example of the distributed way of doing it, (as opposed to the equally valid centralised way shown above in config editor) class CfgPatches { class UNS_Buildings { units[] = { "LAND_UNS_Hootch" }; }; }; class CfgAddons { class PreloadAddons { class UNS_Buildings { list[] = { "UNS_Buildings" }; }; }; }; class CfgVehicles { class House; class LAND_UNS_Hootch: House { scope = 2; scopeCurator = 2; vehicleClass = "aa_uns_buildings_W"; editorSubcategory = "aa_uns_buildings_W"; editorCategory = "UNS_All_Obj"; displayName = "Hootch"; //etc }; };
  21. Me and my friends frequently host servers to play with eachother. Me and one of my other friends often get stuck on the loading when playing, especially when playing on a server that isn't mine or on zeus. For the most part I'm an actual chracter in game still in the loading screen, so my character will go off when he 'sees' contacts and can be killed, while still in the loading screen.
  22. _inf = "((configName _x) isKindOf 'rhsusf_infantry_usmc_base')" configClasses (configFile >> "CfgVehicles"); costs = []; publicVariable "costs"; {costs = costs + [getText (_x >> 'displayName'),0.001]}forEach _inf; [ myCurator, costs] call BIS_fnc_curatorObjectRegisteredTable; I know 'displayName' isn't right, this was just my last attempt at it before giving up. How do i make it so that it doesn't return the whole path to the config entry? I still hate this method of registering costs to curator objects as now it will be a flat rate for what ever category of isKingOf a mod will have. side note- I wish i could use the default costs that account for the units equipment, But still easily white list the entries that i want the curator to be able to spawn using mod config paths. Makes it so much easier than having to do everything by hand, also allows a ton of customization as eventually it would be cool to make your Zeus faction select able, and have it automatically get all the units for it.
  23. Hi, I recently started to get addicted to Zeus missions and I'm currently working on a second mission for my friends. However this mission is a Campaign. I want to "recreate" the Arma Cold War Assault: Resistance campaign. The Idea is: The players would be spawned in as civilians, each with a different profession for instance, Mechanic, Motorcrosser, Doctor, Chemistry Teacher, etc. Their loadout being matched to that profession. Shorty after the players spawned they will get a radio message signalling the start of the russian invasion into Nogova and they'll have to find the Resistance and support it. They are supposed to recruit civilians, find weapons and ammo and claim vehicles and eventually turn into resistance commanders with the forces they gathered. Now I can deal with the recruits they get and the vehicles they find but I still need a solution for their personal loadout that needs to get saved between missions and a solution to keep all the items they find and store in crates. The problem is I want to keep editing the mission in the editor so I can plan the next mission, enemy moves, etc, etc. But I need to know what my players collected in the crates and on their own loadouts. Maybe there is some way to save the mission while it is in progres or when it ends and to then edit that mission in the editor with every loadout and container inventory saved? I do not want to use arsenal since I know my players and they WILL take weapons and items that are not related to the mission. Also I'm not a scripter. I do understand a few little things but I cannot write a simple script without help. Just so you guys know my level. Thanks in advance.
  24. This is my Create FOB function. If you replace the event handler with removeAllCuratorEditingAreas, it will work. I want to make it where you can place as many HQs as you want, But when they get destroyed so goes the editing area around it. Spent like 4 hours trying to figure it out . My first attempt i just made a _EA variable, but i wasn't sure if it was storing the code or the actual number, And if that number would stay with the event handler or change when the event handler fired, but then this attempt confirms that it wouldn't of worked anyway. I know {} is code, and () is number, but it was still confusing as what if you recalled the function, would previous eventhandlers change? HNK_createFOB = { params ["_veh"]; _vehPos = getPos _veh; deleteVehicle _veh; _HQ = HQClass createVehicle _vehPos; myCurator addCuratorEditableObjects [[_HQ],true]; _HQ setVariable ["_EA",((count curatorEditingArea myCurator) + 1)]; myCurator addCuratorEditingArea [(_HQ getVariable "_EA"),position _HQ,100]; _HQ addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; myCurator removeCuratorEditingArea (_HQ getVariable "_EA"); }];};
  25. I dont know why but everytime I run this script and I'm in zeus interface, it kicks me out of the interface and does not let me get in again. I'm loggin in to the zeus interface via #adminLogged. script: { if (typeOf _x == "B_Boat_Transport_01_F" || (!alive _x) ) then { deleteVehicle _x; }; } forEach entities [[], [], false, false]; Hope someone can help me, because the script does what i want it to do but it keeps doing this annoying kicking
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