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Found 187 results

  1. Toedeli

    Command Channel in Zeus?

    Hello! First off, apologies for not posting in the 'ZEUS' Forums. These seem to be very in-active though, so I thought it would be a better idea to post in the Main Board. Since I am doing a small Mission with some Friends on a Public Community Zeus Server (the Official ones made by Bohemia Interactive), I had some questions, to let it work 'fine'. 1) Is Zeus capable of communicating with Squad Leaders in the AO via Command Channel, so that only Squad Leaders can hear you, or does it not work? 2) When I control AI, can I atleast talk to other Players in Direct Chat / Channel, and not in Side? 3) Is there any good way to make a 'Zone', like, a Zone on the Map, with a red texture over it or such. I think that's all. Apologies yet again for posting on the wrong board, I hope you guys won't mind! Anyways, have a great day, and thanks for any support you can give me!
  2. Hello, I am modifying curator interface, and I've run into a problem with AI following waypoints. The curator interface has only friendly units editable. Enemy units are rendered through my script separatedly so they can't be manipulated. To reinvent the functionality of "right-pressing" the enemy units with mouse to attack them, I am using CuratorWaypointPlaced event handler. I tried to modify waypoint passed from event handler, I tried to create new one and set it to waypointType "DESTROY" and delete the passed one. And I tried to set the one event handler gave me. AI just refuses to behave correctly as in vanilla zeus interface What am I trying to do: - Recreate the RMB behaviour in curator interface - Make AI move to and attack units at "DESTROY" waypoint What is actually happening: [when waypoint is attached to enemy] AI just stands on place nothing is happening, except the AI seems to guard more the direction to it's waypoint attached waypoints are offset to units they are attached to even several meters. (the position is different) sometimes attachWaypointVehicle attaches waypoint to nearby objects instead to enemy unit (but waypointAttachedVehicle still returns enemy unit) [when waypoint is spatial on ground] AI moves to position, sometimes attacking the enemy usually doing weird sh** on the way. when friendly units are too close to waypoint, unit may start killing nearby friendly units (nearby to waypoint) instead of enemy sometimes the waypoint survives for about 5 seconds before disappearing (maybe false completion?) when forced waypoint position by setWaypointPosition to position identical to enemy unit, sometimes the waypoint refuses and jumps to a nearby position What vanilla zeus does when creating a waypoint: Type: "DESTROY" Behaviour: "COMBAT" Position: under interface cursor it doesn't attach the waypoint to units, only sets position, type and behaviour. When I do the exact same, my AI's refuses to work properly (identical to vanilla zeus) //Event Hadler: When zeus places a waypoint (context: added when pressed RMB while hovering over an enemy unit - attack order) eh_waypointModifier = zeusModule addEventHandler ["CuratorWaypointPlaced", { params ["","_group","_waypointID"]; //Waypoint created by curator interface _wp = [_group,_waypointID]; //Waypoint array _group reveal cw_var_unitToAttack; //Revealing the enemy to ordered group (not helping) _wp setWaypointType "DESTROY"; //Sets the waypoint as "DESTROY" so AI would know it is going to attack something (Curator interface does the same) //AI usually moves towards the target, sometimes it does nothing. But it won't attack the enemy. //** Method 1 ** _wp setWaypointBehaviour "COMBAT"; //Makes the AI move towards the waypoint more reliably (Curator interface does the same) //AI moves towards the target tacticaly, it sometimes even engages against the enemy. //** Method 2 ** _wp setWaypointPosition [(position cw_var_unitToAttack),0]; //Sets the position of the waypoint so spatial DESTROY can find it's actual target more easily - does quite the opposite //AI usually stays on position //** Method 3 ** //Variable 'sys_unitToAttack' set by logic calling this EH _wp waypointAttachVehicle sys_unitToAttack; //Attaches the waypoint to the enemy unit - actually attaches the waypoint several meters away from unit, sometimes to different object (waypointAttachedVehicle still returns sys_unitToAttack) //AI usually moves towards the target, but won't attack //** Method 4 ** deleteWaypoint _wp; //Removes the waypoint created by curator interface _wp = _group addWaypoint [position sys_unitToAttack, 0]; //Creates a whole new waypoint on enemy's position _group setCurrentWaypoint _wp; //Sets the new waypoint as current so AI can't be confused which waypoint to use //AI just stands on place doing nothing. zeusModule removeEventHandler ["CuratorWaypointPlaced",eh_waypointModifier]; //Not needed anymore sys_unitToAttack = nil; //Not needed anymore }]; I've spend at least 7 hours figuring this nonsense out and trying several AI hacks. I want to have my scenario addon-free, just working with vanilla, so any mods are not usable to me. Only scripting hacks. This is not really a request for help. It is a request for someone from dev-team to give me some insight on how zeus waypoints works so I can successfuly and reliably replicate. Thx.
  3. WolfWhisperer

    Dead Player Base

    Hello there! Ever since I bought Arma 3 many years ago I have fallen in love with the game. As of the recent DLC Tanks, I’m sure you all have been given a ton of flak for some of the decisions made but I would like to voice my concern as well and give some light on what the players are saying. As you know, in the past Public Zeus has been extremely popular up until the update which has removed the much loved debug console. I understand the reason for its removal was because of abuse from players but the advantages far outweigh the liabilities. Many of us, myself included, are very familiar with the console commands and most of us use the console to make the missions so much more immersive as the game was meant for. The console allows the Zeus and the admin to work together to make some of the most amazing missions I have ever been apart of. Again, the abuse of the console was a serious issue. However, Most of the bans that players received were due to those players ruining the mission for everyone else. Additionally the server bans that I issued were only for players who were being ugly to everyone else and again sabotaging the mission for no reason. Despite the fact it was a server ban, regardless of the commands issued through the console, once the mission was restarted, all console effects, no matter what they consisted of, were lifted and deleted, making the server brand new again. I am mostly composing this message to ask you all to bring the console back to us as the public Zeus servers are now desolate without it. Additionally now that the console is gone, there is now way to remove players apart from the kick feature given to the admin which still allows them to return as much as they want. This became a major issue when the offending players continued joining back non-stop and eventually ruining the mission weather it be join under a different name to disguise themselves or just joining so many times the admin was through dealing with it. Players who are just there to ruin missions are a major issue for us and the console allows us to deal with them and keep the mission fun for everyone else who is just here to play the game. I ask that you take my post into consideration and return the console to us so we can make public Zeus a fantastic mission making game mode that it used to be! Thanks, Loyal Arma 3 Player
  4. Z. Fitch

    Zeus Add On Issues

    I have been having quite a few issues with the Zeus Interface. When I first load into the mission from the start, everything loads OK and all addons are available to be placed by Zeus. However when I save & exit and resume the mission, non of the addons show in the Zeus interface... Can anybody help me with this? Getting really annoying.
  5. Hello, Just wondering if it would be possible to have the trigger effect from eden, and take that into zeus. I'm just coming up with ideas at the moment, but plan to impliment something to show a trigger's to the zeus locally. - Curious
  6. I've just started getting into Zeus and Eden Editor to make missions and stuff. I can't find out anywhere how to make templates and then put them on the server to play them, or at least make templates on the server so I can save it for later or reuse it. Please reply with an answer as to how I can save/load templates on to servers to set up Zeus missions easier. As well as how to make a template in singleplayer, then load it on the server. Thanks.
  7. Just Another Gaming Community About Us We are a community that started as a Dutch Arma group but are looking to expand with players from all over Europe. Our gameplay is casual milsim with a focus on a fun and exciting co-op experience with the use of everyone's favorite weapons and vehicles. We currently have a focus on infantry missions, but are looking to expand to the use of heavy vehicles and air support. The main event is every friday evening at 20:30 CEST, a Zeus builds and guides the mission. We play a campaign per month, meaning for 1 month we play on the same map with the same faction. Mod list We use Steam for our Mod lists, to make sure it's easy to use and keep updated. Some of the mods we use are: ACE3 CUP TFR SMA Events Every Friday 20:30 until 23:00 CEST Every other Saturday 20:30 till 23:00 CEST. Focus on infantry combat. Zeus builds the missions. No training required. Requirements At least 16 years old. Working microphone. Willing to learn and play different roles. Use of Teamspeak and Task Force Radio. A good sense of cooperation with other players. Maturity. A basic understanding of Arma and its use of mods. Interested? Visit www.jagc.nl and fill in the recruitment form. We will contact you on steam. [Discord] https://discordapp.com/invite/w6KBkKz [Teamspeak] http://invite.teamspeak.com/ts.jagc.nl/ [Arma Unit] https://units.arma3.com/unit/jagc [Mod List] https://steamcommunity.com/groups/JAGC/discussions/0/2381701715732897013/
  8. Since, as far as I am Aware of, ArmA 3 Admin Debug Console has been deactivated for every Public Community Server, People who actually take the time to do Public Zeus, are in a pretty bad Situation right now. With the Debug Console disabled, many Things are missing. That would be, and just some of them: No ability to let Units surrender anymore. No Virtual Arsenals (the ones where you don't have to manually select everything) Many more Modules missing. Look, I understand that the Debug Console got abused heavily by some People. But I don't want it back. I want a massive update to Zeus, perhaps fully integrating the Ares/Achilles Mod (unsure which one is better, I usually only Public Zeus), but from what I've seen in Videos and such (and also a personal test some time ago, with one of them), which was so much easier, and so much more fun to use. Look BI, I'm unsure if you'll read this thread, or even do anything. But if you do, me and many other Public Zeus would love you. It would also make potential entry for new guys, when they join a Zeus Server as Infantry, way more fluid, and easier to understand. Adding all this would definetly also make Public Zeus more popular. So if you would do so, probably think of adding a few more Servers, so there is actually a Chance for People to make Scenarios. Also please, just add everything from the Ares / Achilles Mod, if it is in your own Code, or if you just take it from the Workshop. Or atleast add the good modules to it, stuff like adding your own compositions, both in AI and Buildings etc.
  9. EmperorBanana

    Debug console

    Hey, I've been gone for a long time and I can't find the Zeus debug console when playing in the public Zeus slot. I am already a voted admin in the public Zeus server but there is no debug console when I hit ESC, even if I have Admin Debug Console enabled in parameters. How do I fix that?
  10. Hey all, I’m looking for some guidance in developing a few different fire support modules that could be placed in either the editor or in Zeus. Does anyone have any links to previous work completed by people, or any idea the path to find the BI versions?
  11. Hello right ive been able to do the zeus for #AdminLogged however i also want to try and get a slot active for a member of the public without admin rights. ive tried the classic variable name job but that actually doesn't work. I know there is the GUID but im not going to know a random member of the public's UID. it works on the editor and local host but not dedicated. any ideas? thanks in advance ps. I am using TADST tool and the arma 3 server tool. and the curator mod is ticked
  12. Hi guys i'm a Zeus player looking for a milsim unit to Zeus for. I've been Zeus for two communities in the past and despite the difficulties I've also been Zeus on public servers too. I'm mainly looking for a unit that isn't too large or too strict. I'm from the UK so i'll be more inclined to join a more EU unit due to timezones though i'm open to joining other units too.
  13. Nutzgo

    Simple Zeus questions

    Hi. I'm trying to create my first scenario. have some questions about EDEN and Zeus. 1) When I place an Ai, eg a civilian in Eden-editor, how can I controll that Ai when I enter play as zeus? When I'm Zeus in a game, I can place an Ai and controll him, but I cannot controll pre-placed Ais. How do I do this? Same thing goes for preplaced objects and buildings. 2) Is it possible to make custom presets in Zeus and/or Eden? Say I want to create a custom made base, road controll point, or a custom made personell group, and save them as presets in the menu - how can I do this? Thanks in advance //Nutzgo
  14. Cold war unit mainly made with RHS Gear from MNP Weapon from RHS/GSTAVO (M-16) Vehicle from RHS/HAFM(HMMWV and UAZ)/DAR (MTVR) There is 2 faction fully compatible with Alive and Zeus. (USA, USSR) Working severkey. Mode Here
  15. I enjoy Dynamic Recon Ops on my Dedicated server with my friends. But I want to use Zeus for more entertainment. How do I use Zeus in Dynamic Recon Ops?
  16. On the last few missions I created in the eden editor, zeus will start and stills seems to function, but doesn't display any markers under the edit menu and there are no tracking markers on the 2D map or the world view. This just started today 20180409. I have two steam accounts, two separate computers and two ArmA3 Installs. Both are presenting the same issue. Missions made prior to this issue still work properly all objects markers are displayed in all views in Zeus. This issue occurring on two separate systems at the same time has me puzzled. I don't see any other end users reporting this issue. If this is a know issue, sorry I didn't find it. If anyone can help me out it would be much appreciated. I may have changed a setting or checked the wrong box somewhere? After further testing, Zeus will pick up units created by scripts or ALiVE but not units I manually place in the editor. Is this expected behavior? Thanks...dn
  17. Sind dir andere ArmA Gruppen zu stressig? Keine Lust den 15 jährigen Admin mit „Sir“ anzusprechen? Findest du 3 Stunden-Powerpoint Trainings auch langweilig wie sonst nichts? Willst du trotzdem das taktische Milsim Vorgehen nicht vermissen? Die familiäre ZEW Runde könnte dir gefallen. Hier steht die gemütliche und spaßige Mission im Vordergrund. Wir betrachten ArmA nach wie vor als Spiel liefern aber eine grundlegend befriedigende taktische Erfahrung. Einmal pro Woche werden hier entweder dynamische Zeus Missionen von unseren herzlichen Gamemaster geleitet, welcher bereits viele tausend Stunden Erfahrung mitbringt. Oder es kommt zu einer vollkommen durchgescripteten Kampagnenmission die in dutzenden Stunden arbeit speziell von unseren Content-Creator vorbereitet werden. Hierbei lehnen wir uns Ausrüstungstechnisch an den US-Streitkräften an und versuchen dieses Paket realistisch wie möglich auf unsere Truppe zu verteilen. Unsere Gruppe ist durchgehend Volljährig, Ausnahmen werden nicht gemacht. Das Modpaket basiert auf ca 7GB und beinhaltet ACE/TFAR – das erstere mit advanced medic settings. Interesse geweckt? Schau doch mal vorbei: 46.20.46.88:10000 Stups einen der Admins an oder such nach "Magica", den ArmA Recruiter.
  18. Hi, I'm a small German YouTuber, and I have seen a video with somone zeusing in it recently. Since then I was literaly obsessed by the zeus mode. Only problem: I suck at both zeusing and operating on the ground, so now i'm searching for somebody to show me how both work. As I have grown up in america and now live in germany, I pretty much don't care if it's going to be a german or english person. Thank you, WLanKabelLP
  19. Hello everyone, Apologies if this has been asked already or if there is a super simple solution that I am just incapable of finding. I am writing with a question concerning the Zeus ability to hear voices of other players. As Zeus I am able to set radio frequency that the team is using and hear them talk, which is obviously fine. However, in order to hear them talk to each other via the normal local chat with the help of TFAR, I have to teleport near them as invisible. That is understandable, but is there any way for me to hear their local chat without the need to teleport right next to them? That is problematic since in the midst of action one does not always have time to teleport, and furthermore, as an HQ I often chat to team leaders on a long range radio which may then be heard by the players that I have teleported next to. I have noticed that Luetin does have this ability as seen in this video: but I never wrapped my head around how to make that work. That would be an immense help when Zeusing. Thanks for any help, Adam
  20. 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! :)
  21. 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
  22. 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.
  23. 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.
  24. 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?
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