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Found 171 results

  1. Thank you for the time. After extensive testing and consulting with other people who Zeus, I have an issue that has been proven to be on Client side, that is on my end? And I have no idea how to solve this or if this is a recurring issue for others. https://i.gyazo.com/b3404dc9fdfbc3a201398c0e884f7f72.png As I am commanding units, I have manage to locate through help from others what the exact issue is: Whenever I am trying to change the settings in this window and on the go, it is like the window is separated by the upper half and the lower half and this is what happens. I set the unit to search and destroy or any other type, it toggles the rest of the options off and to the far left. It does this by itself. And if I try to change the options below, it toggles the type above back to Move, effectively making it so that I can only do one or the other, resulting in whenever me setting the troops to search and destroy - they start walking and acting casual. They refuse to open fire or acknowledge they are being picked off one by one. They will keep walking until they die. This is a big issue for me who Zeus for a community and no matter what, we have been unable to find a solution. When other people do the same thing, it works for them so it should be a client side issue? Help appreciated! :)
  2. Reaper Mercenary Company is a organization that is manly gonna do its own stuff and get paid for other things if you join i will start you with intense training. Discord:https://discord.gg/f8quKUu
  3. fin_soldier

    Official Multiplayer Gamemodes

    The Arma 3 roadmap 2016-17 recently got released. With high hopes I am very excited about the planned content. But, there's something that's been on my mind for a very long time since the release of A3. Something I wish would gain more attention in the future updates & DLC's to come. It's the official multiplayer gamemodes such as End Game, Zeus and Support. My favorite multiplayer game is End Game. Which is a gamemode that represents how the game is meant to be played. Well, what's the point of this thread? As a Arma veteran since the first game in the series, and content creator. It feels like the roots of Arma are going extinct. There's barely any official gamemodes in MP which represents the game itself. There's one End Game server I play on which usually has players, but it's the only server running the gamemode. What's up with this? Same with Zeus. The quick game menu has been helpful, because before Apex the situation was even worse. AND, there's not a single Support gamemode server. I'm happy & love the gamemodes, but it's sad that they aren't getting the attention they deserve as they are a part of the core game. Other than that, there's one gamemode I'd like to see implemented in the game. It's Capture the Island. I and many other's would love to see this gamemode in the base game in high quality like the other official content. I hope this resonated with other Arma veterans, new players as well as the developers.
  4. To cut it short since im a bit tired, i've run across peopel abusing their admin powers in Arma 3 Zeus of the Official Servers in an pretty much (what i would guess) permanently bannable way. I dont know if BIS is already aware of it and working on a fix but there are Admins using a Script (the one which'sName ive found out is called jam.) which they can copy paste into the Admin Console that activates a 3rd Party anti-Player kind of thing which kicks Players of the Server that are on something like a Blacklist and also keeps them kicked as long as the Server wont be restarted. If i understand this right since apparently i am on that list now too, an server i have played on had that activated and the admin was being extremely abusive with his powers. So ive asked the Players if we could vote a new Admin who isnt using his powers to troll and annoy us with ear raping Sounds, GBU's spawning ontop of us, him activating himself God Mode etc. has gotten that Admin angry and he put me on that Blacklist. Now after that has happend and apparently many peopel use that script when becoming admin, i get automatically "kick-bannend" for asking peopel on another server to vote for a new not abusive admin. Is that fair? No. Does that offend the Terms of Service Contract they're bounded to? I defently think so. My Question now that i want to PLEASE have answered is, if there is a way to get such Scripts bannable and removed from the Game since basically peopel something like "permanently" ban you from Zeus for trying to stop them from abusing their Powers ON OFFICIALY NOT TO THEM BELONGING SERVERS. Kind regards -Daniel DE Also excuse my broken english/gramma but im tired as hell coming home after an hard week having to deal with such bs. That kinda of fucks your Brain pretty badly.
  5. Hello, I'm using this _costTable = compile preProcessFileLineNumbers "folder\costTable.sqf"; [[],_costTable] remoteExec ["spawn",zeusUnit,true]; (from initServer.sqf) to "send" a cost table from dedicated server to the player playing as Zeus. That little script works nicely at mission start: only units and other "Zeus assets" that are declared in the costTable.sqf are available to the Zeus (player). But for some reason the JIP functionality (which is declared with true) doesn't work. This leads to the point where a reconnecting Zeus player will have all the vanilla Arma 3 Zeus units and assets available since the server doesn't issue the cost table to this "JIP player" like it should. Or should it even? Any thoughts of a way to get the server to send the cost table to JIP Zeus player?
  6. XXIV (24th) Armeekorps The 24th Armeekorps was founded to create immersive and realistic ArmA3 community with a focus on the Germany Army during World War 2. Part of this Community is a dynamic campaign that starts with the Occupation of Czechoslovakia, the Invasion of Poland and the Blitzkrieg in the West and takes in important Events like Dunkirk, the Battle of the Bulge, the fight for Stalingrad and the Battle of Crete. We feature - Zeus-aided Missions - Dynamic and Chornologic Campaign - Regular Trainings and Events - Ranks - TFAR - Website / Forum - Teamspeak 3 - EU/US Friendly Times We are recruiting Currently we are looking for: - Pilots - NCO's - Medics (Requires knowledge of ACE-Medical) - RTO's - General Recruits and Personelle You can contact us over ... ... our Website ( http://xxivarmeekorps.gamerlaunch.com/ ) ... our Steam Group ( http://steamcommunity.com/groups/24thArmeekorps ) ... our ArmA3 Unit Page ( https://units.arma3.com/unit/xxivarmee ) ... our Teamspeak ( 173.234.27.145:9993 ) ... me personally ( http://steamcommunity.com/id/thedesertfox_xxiv )
  7. seelenlos Zeus This mod allows the whitelisted players to use Zeus in every mission. You just need to press the Zeus Button (Default: Z). We use the mod to play missions in different ways, "unstuck" broken mission flows or add mod weapons to vanilla missions. That means, you get the ability to play a mission again with different loadouts, vehicles and enemies without the effort to change it with scripts or the editor (unpacking, changing, testing, packing, uploading). The use of the ARES-mod is strongly recommended. Features: - server side only mod - only the whitelisted players can use it - does not interfere with any existing Zeus in the mission - add objects to Zeus (optional) - share created objects between mod Zeus (optional) Add Objects to Zeus In the slz_settings.sqf, you can define a array of objects which will be added to zeus. More infos in the slz_settings.sqf. Add all addons to zeus In the slz_settings.sqf, you can set slz_addAllAddons to true (default) to activate all available addons. Changelog v.1.7 CHANGES - slz_addAllAddons variable added - if it's set to true (default) all available addons will be added to the mod curators v.1.6 CHANGES - slz_sharedObjects variable added - if it's set to true all objects which are created by slz curators are editable for every slz curator FIXED - possible fix for exile server v.1.5 CHANGES - neutral Zeus removed - SLZ_editPlayerUnits variable removed FIXED - zeus remotecontrol caused diconnect from curator module - some other bugs v.1.4.1 FIXED -userconfig path capitalization changed to lowercase (issue with case sensitve file system) v.1.4 REWORKED CODE - complete rewrite CHANGES - no admin zeus anymore (i think there is no need anymore) - SLZ_whitelist variable added - in the userconfig there is a array where you can add uid's (it is the number in the steam-profile link) - if your uid is in this array you have zeus abilities - SLZ_neutralZeus variable removed - if you press zeus key you get the control of the virtualCurator which is always neutral - your playerunit become hidden and invulnerable - SLZ_editPlayerUnits variable added - all playerunits can be edited if these players are in curatormode - if it is set to false these units can also add to the curator editable object list by other scripts or mods like ares KNOWN ISSUES - Don't mix up to many zeus login methods (native use, too) - if you use #adminLogged Game Master Modules and virtualCurator entities or player controled curators don't login as admin if you are in a other curator slot - the native curator itself has a bug: if you are in the mission, go back to loginscreen and join again, you have to die before you can use the curator again (expect the #adminLogged method) v.1.3 FIXED - bug in the per frame eventHandler v.1.2 REWORKED CODE - remove while do loops ---> replaced with a per frame eventHandler FIXED - known issues from 1.1 v.1.1 ADDED - neutral zeus - this option change the playerside if you enter the zeus to logic because only a neutral zeus can set all attributes: for example the sector control module - copy the userconfig folder to your arma 3 folder and change the value in the SLZ_settings.sqf to true. (default = false) FIXED - if the admin logout the other players can't be the zeus. KNOWN ISSUES - if you are logged in as admin and you go into lobby and return to the game you have to logout and login to use the zeus again v.1.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Known Issues: - none Download Links: - Steam Workshop - Dropbox - Armaholic (outdated) Recommended Mods: Ares: - Steam Workshop - BI Forum - Armaholic
  8. Hi everyone, Is there a way to get some of the interface from 3den into Zeus. I am finding Zeus is in dire need of an update since 3den has come out.
  9. Hello Folks, this is my "new" Mission created for MP Dedicated Clan Server environment. its supporting several Mods and have lots of adjustable functions. Like: Group Manager with ranking (choose your No.1) Invite players to your Group Pre define existing Groups Kick players from your group Request joining a Group Predefine Keys for easy access the Group manager Create own persistent Groups Team Color Management a.m.m. Combat Support: Artillery support with: accurat Laser Guided Rounds a.m. Transport support with: Pickup Landing Rope insertion CAS Support with: Napalm, accurat simulated laser guided JDam and GBU! Predefine Keys for easy access Combat support a.m.m. Civilian interactions Ask for enemy locations Try to communicate and stay polite Trigger Missions by speak to civilians up to 3 missions per group at one time cancel missions in group manager (see above) Task Creator in Main base: Available Tasks: Kill Officer. Destroy Weapon Cache. Wipe Enemy Convoi Find Intel Free Hostages Deploy Communications Download Data Destroy AA or Arty Defend City (WIP) + Main Mission + Clear Area! Special Roles in seperate Slots Pilot (Air support Roles) Logistic (support your friends) EOD (Defuse Mines or IED´s) Engineer (Repair vehicles) Leaders (Manage your Team) Medics (heal 4 times faster) Restrict Arsenal (Parameter) [Configurable Whitelist Files for every Role!] Restrict CAS (Parameter) Restrict (only Pilots can Fly) (Parameter) GPS MAP Force Tracking (Parameter) Revive System (Parameter) ACE3 Supported Mission Environment (Parameter) Choosable Startloadouts for: Vanilla (Tropic/MTP) RHSUS (D/W) R3F(D/W) 3CB(D/MTP/W) BWMOD (D/W) FFAA (D/W) (or choose Random automaticly) Coosable Base Vehicle Sets: RHS,Jack French,3CB,BWMod,FFAA Mod (or choose Random automaticly) Own Logistic System with many Features... Multiple Headless Client Support FPS Optimized Mission! Dedicated Server KIT for Download Find your way to Free the Map! Read the Briefing (ger/eng) REQUIRED MODS (works without Mods too!) ACE3 + ACE Compatibility Mods Supported Maps STEAM WORKSHOP FTP SERVER MISSION FILES (latest Versions) Dedicated Server Starter Kit POST BUGS HERE PLEASE!
  10. I am having a bit of an issue with something I tried to do extensive research on. I am trying to make some preset vehicles that the Zeus can edit, start out with being able to respawn on position. When I use a Vehicle Respawn module placed in the editor, and sync that module to an Add Editable Objects module for Zeus, the vehicles aren't editable even if the vehicles themselves were added to the Add Editable Objects module. Only if I remove the Vehicle Respawn module, and keep the vehicles synced to the Add Editable Objects can the Zeus edit the vehicles. I need some alternatives to fix it, if you can help me find a way to make any of my ideas work, I would most appreciate it! Try to make it so any vehicles spawned by the Vehicle Respawn module will be added for the Zeus to edit. Make it so if the Zeus deletes the Vehicle Respawn module, have all the vehicles associated with it delete. A script/initialize string that will enable/set the respawn option for vehicles to the On current position for the Zeus. So that way the game starts with the vehicles being able to respawn on position. Have the vehicles use a respawn script that doesn't require the respawn module. I would appreciate anyone who could help me out!
  11. Working on an RTS game mode and looking for some feedback. Please tell me what you think. New video
  12. Hello all! Now I have a tiny bit of a problem, after playing a primarily Zeus run mission with a friend, using about 16 mods, RHS, Project OPFOR, CUP, MCC and CBA_A3 to name some of them. After playing for a long while we decided to take a break, so I press escape, Save and Exit, and we quit the game, upon returning to the said game, I simply clicked on the mission, pressed Resume, loaded in the lobby, people pick their roles, and we load the game. After loading in I access Zeus to find out I can use ONLY the units that I've used in the previous session. For example, I could only use RHS Russian Cars, Soldiers, and APCs because that's all we used, but not tanks, helicopters, planes, they completely disappeared from the Zeus "Create" menu altogether! After a while I tested it out in a singleplayer scenario, if I resume a mission only the vanilla units and the units I used in the last mission are accessible to me, if I use AKs all units with AKs can be used if they are in the same tab under OPFOR for example, but that's it, everything else just disappears! Can somebody please help me this has to be the most annoying problem I've run into so far. There doesn't seem to be an obvious fix for it!
  13. After the Orange DLC i have been getting crashes while playing with Zeus when i delete units. Happened to the 3 other people from my group who usually use Zeus ingame. Is there anything i can do?
  14. When I had went to gamescom this year, I found that the Arma Community was as strong as ever. I talked to the developers, and talked about the many stories that were created from playing their game, especially from the modding scene. Antistasi was a mod that really took into account the strategic aspects of rebellion, giving me and my friends good stories to talk about. After we finished our interview I realized the story potential of Arma, as a gateway for education and plot. My experience with Laws of War had confirmed these thoughts. Now I wish to build a story, one of rebellion, international alliances, the balance of power, and the realities of postcolonial states. I am currently running a server for ARMA 3 and we are looking for people to help tell the story for it. It is a CSAT Roleplay server, one that tells the story of a rising empire and the winner and losers of this change in power. The following form will be used to find the best in the gaming community to help create a space for creativity and story. We hope that from all over Arma, we can build something special with game masters, writers, and student alike. The Form: https://docs.google.com/forms/d/e/1FAIpQLSfj-mfFrL_IfVqo96JOtMC__5qjxVI_FJzbGwAEeLoPCNyBHQ/viewform?usp=sf_link#responses Good Luck fellow Story Tellers Sean.
  15. I want to change the posture of placed characters. Instead of just having the stance changed to lay, kneel or stand, I also want to change how they hold their weapon. Instead of it being at the "up and ready" when I place them, I want to maybe have the weapon at the low ready or something like say they were guarding prisoners. Heck, somewhere I had seen a quick build video on utube and a character was placed laying down on his back, working on the bottom of a vehicle. I don't remember the video to go back and ask the poster about a mod or setting. As I get to know Arma, I want to make some of those pics of builds or scenarios that the pics get posted in one of these threads. Is this going to be a easy setting change or a mod of some kind, or something more challenging like scripting (which I know nothing of yet)? Thanks for y'alls time. Mike
  16. Hi, I've been searching for how to add scripts in Public Zeus Server for 1 month and could not find anything that really helped me. As an example "Virtual Arsenal". The problem is I can click on the subject, but nowhere will init be displayed. I've read that I need to create a file in stored missions, but how am I supposed to retrieve it at all if that's not possible. I can not add a saved mission anywhere. I've already logged in as an admin of the server and have changed the mission or I was in the window where you can then select the mission. I did not find any stored missions. Would be nice if someone could help me with it and if possible step by step. Here are screenshots of how it looks to me, do not be surprised it is in German. https://www.pic-upload.de/view-34234514/20171105000326_1.jpg.html https://www.pic-upload.de/view-34234528/20171105000343_1.jpg.html Sry I dont know how to Add them normal.
  17. Let me point out that I know little about codes in arma 3 and that I just started. I am trying to edit one mission that is not created by me (for private use). I have made almost all changes but there is one thing that I can't get working. Zeus on that mission is enabled but under his create tab is nothing, all empty. I have tried fixing it with the code but I cant get it working. This is the code i used to fix it: If anyone knows a way to enable that would be great.
  18. Hello, I'm trying to make heads or tails of getting around an error that I'm getting when attempting to make Radio Channels to specific units to private communication between Zeus to Squad Leaders. The error is that the variables are undefined for the radioChannelCreate when the unit with the variable does not exist. I'm thinking I will need a !isnull check to an array but I'm unsure how to implement this as I am still very new to Arma scripting. Here is the code I am using, Most of this is from a script I found on another post: if(isServer) then { west_channel = radioChannelCreate [[0, 0.2, 1, 1], "GM-Bluefor", "Game Master", [bz1,bz2,mz1,mz2]]; east_channel = radioChannelCreate [[1, 0, 0.2, 1], "GM-Redfor", "Game Master", [rz1,mz1,mz2]]; independent_channel = radioChannelCreate [[0, 1, 0.2, 1], "GM-Independent", "Game Master", [iz1,mz1,mz2]]; RADIO_fnc_manage = { private["_unit","_channel","_bool"]; _unit = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; _bool = [_this,1,false,[false]] call BIS_fnc_param; _channel = [_this,2,0,[0]] call BIS_fnc_param; //Series of checks? if(isNull _unit) exitWith {}; //Null unit if(_channel < 1) exitWith {}; //No channels below 1 should be passed. switch (_channel) do { case 1: { if(_bool) then {west_channel radioChannelAdd [_unit];} else {west_channel radioChannelRemove [_unit];};}; case 2: { if(_bool) then {east_channel radioChannelAdd [_unit];} else {east_channel radioChannelRemove [_unit];};}; case 3: { if(_bool) then {independent_channel radioChannelAdd [_unit];} else {independent_channel radioChannelRemove [_unit];};}; }; }; }; Variables "bz1, bz2, mz1, mz2, iz1, rz1" is referencing unit's I've placed within Eden Editor with those variables tagged to them. E.g, "bz1" = Blufor Zeus or "mz1" = Master Zeus The intention of this script is to allow private communication from Squad leaders. (In this case bz1,bz2,iz1,rz1) to have separate channels to the two Master Zeus's which will be acting as "game masters" That is not seen by anyone outside of the units aforementioned. > I am using RHS, ACE, CBA Pack, ARES:Achilles and TFAR mod's as well.
  19. Ubermensch-

    Draw Distance in Zeus?

    So I'm trying to change the draw distance in my custom Zeus server. The in game configure menu doesn't allow me to change the actual server settings, I've heard there is a module or script or something that allows you to but I can't find it after 15 minutes of googling. Is this just not a feature or am I just missing this?
  20. Just a little snippet that you can put in the init-field of a unit in oder to spawn a dog in its place. The dog is actually attached to the unit and the unit is made invisible. Therefor you can simply play, command or remotecontrol the unit in order to move the dog. Action menu (or the button to hold your breath) allows you to bark. If you go prone without moving, the dog will sit. if (isServer) then { 0 = [this,"Fin_random_F"] spawn { params ["_guy","_class","_act"]; private ["_dog"]; _dog = createAgent [_class, getPos _guy, [], 0, "CAN_COLLIDE"]; _dog setVariable ["BIS_fnc_animalBehaviour_disable", true]; _dog attachTo [_guy,[0,0,0]]; _guy hideObjectGlobal true; [_guy,["Bark", { params["_me","_you","_id","_d"]; _d playMoveNow "Dog_Idle_Bark"; _me setVariable["bark",true,true]; sleep 1.5; playSound3D [format["A3\Sounds_F\ambient\animals\dog%1.wss", ceil random 3], _me, false, getPosASL _me, 40, 1, 10]; sleep 2; _me setVariable["bark",false,true]; }, _dog, 0, false, true, "holdBreath", "_target isEqualTo _this", 0, false, ""]] remoteExec ["addAction", 0]; while {alive _guy && alive _dog} do { if (speed _guy > 10) then { _dog playMoveNow "Dog_Sprint"; } else { if (speed _guy > 6) then { _dog playMoveNow "Dog_Run"; } else { if ((speed _guy > 2) || (speed _guy < -2)) then { _dog playMoveNow "Dog_Walk"; } else { if !(_guy getVariable ["bark",false]) then { if ((stance _guy) == "STAND") then { _dog playMoveNow "Dog_Stop"; } else { if ((stance _guy) == "PRONE") then { _dog playMoveNow "Dog_Sit"; } else { _dog playMoveNow "Dog_Idle_Stop"; }; }; }; }; }; }; sleep 0.05; }; deleteVehicle _guy; }; }; Note that this is not meant to feel like playing as a dog, it is just a tool for gamemasters to have some easily controllable dogs that they can use.
  21. Hi there, I am having an issue with zeus, where vehicles won't respawn at all. And which still happens after a fresh install of Arma 3 with no mods and removing all profiles :( Any help would be greatly appreciated Many thanks
  22. Script Version This mod enables Curators to see the Frames-per-second of each individual client when playing in multiplayer. Allowing the Zeus to identify if there is a widespread framerate problem, or if a few select users are experiencing issues. Comments in the code explain how to modify it if you want to change the 'Warning text' threshold which by default is 20fps.Given Arma 3 is now in 64 bit it's the perfect opportunity for players to test their performance in multiplayer coop games with large scale combat. Find out who's computer is the beefiest when playing with your unit, or be able to identify which player's computers are having trouble keeping up with all the action. A great tool for mission makers looking to maintain an optimized experience for their players when monitoring their progress in Zeus. Workshop Google Drive Armaholic
  23. I was wondering if there is a way to create custom loadouts for AI in Eden, group them into squads and then use them in Zeus? I was trying to do this with Copy and Paste in zeus but the AI reverted to their original loadouts.
  24. ZEC A collection of over 100 compositions for use in Eden/Zeus of varying sizes/complexity. This addon uses vanilla objects and has NO dependancies - Removing the addon will not affect any strucutres already placed in the mission with the addon. Players will NOT require this addon to see the buildings etc... Inspired by austin_medic's pack (https://forums.bistudio.com/topic/170000-wip-custom-zeus-compositions/) which has been incredibly useful. If anyone has made some compositions/bases they think would fit in this pack I'm happy to include them and give you credit. Enjoy. SAMPLE IMAGES: http://imgur.com/a/BJPWk DOWNLOAD (v1.0.9): Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=642912021 Armaholic: http://www.armaholic.com/page.php?id=30590 Direct: https://drive.google.com/file/d/0B85IzH-_03ErNTRWenZWU0ljVlE/view?usp=sharing Do you use CUP Terrains? Take a look at ZECCUP! SOURCE: https://github.com/LISTINGS09/ZEC NOTES: Some compositions are very large with upwards of 300 objects, be aware of possible desync when spawning them in a Zeus Mission.
  25. Just want to put this out there in case anyone else is experiencing this. I've been using Zeus on the multiplayer server I play on with no issues for a few months and ever since the Laws of War update I can't use the map without my game crashing while using it. I can open the map and change camera positions once, beyond that any time I open the map it crashes my game instantly and references a memory issue. I have no problems operating Zeus as long as I don't use the map, but slipping up means restarting the game. Anyone else dealing with this?
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