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Found 176 results

  1. 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?
  2. 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.
  3. 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
  4. 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
  5. 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.
  6. 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.
  7. 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?
  8. lawndartleo

    respawn loadouts module

    Dabbling with the respawn loadout module. Dropped it in while playing mission, selected some of my loadouts, asked my guinea pigs to respawn and see if the loadouts I shared were available and they were. After selecting one of the kits I shared, when they respawned they just had some random kit. It's worth noting that we are using mods such as ACE and RHS. Is there something else I have to add to the mission structure to allow the loadouts to actually transfer (aside from the name of my shared loadouts being available in their list)? Running on rented dedicated server. Zeus Respawn Loadouts Saved loadout can be given to players as respawn loadouts by Zeus. Works only in scenarios with MenuInventory (CHECK) respawn template enabled. Save your loadout CHECK Play a scenario as Zeus CHECK Place Modules > Respawn > Loadouts CHECK Select side tab CHECK Expand Arsenal category CHECK Select the saved loadout. CHECK After confirming, players of the given side will be able to respawn with your loadout. NOPE!
  9. I have made a Zeus Mission. Now i want to have a script/eventhandler that automatically changes the owner of EVERY AI unit i spawn to Headlessclient, which i called HC. I am doing this for performance reasons. I have been looking, but i havent found anything, except for this https://gitlab.gruppe-w.de/Missionsbau/W-Zeus/tree/master/Zeus/components/headless ... but i have no idea how to implement it.
  10. Apoligies, this is more of a MCC related question than Zeus, but I figured this was the best place for it. I'm using Zeus along with MCC4 to create some re-playable SP content but Im running into a bit of an issue. After entering preview mode and making my mission and changes within Zeus, then saving via MCC (export sqm data, replace sqm data in mission file) everything works BUT.. the units/events are not starting from where they were originally placed, instead they are starting from wherever they were when I saved the sqm data, which is obviously not ideal. I've watched some Youtube videos and done some reading (to learn what I know to this point) but Im not seeing any mention of this problem or how to address it. So I'm guessing I'm doing something wrong. Any ideas?
  11. All of the mods for the server.VcomAI: http://www.armaholic.com/page.php?id=25381CBA_A3: CBA_A3 A Workshop Item for Arma 3 By: CBATeam CBA: Community Based Addons for Arma 3 Current version: 3.4.0 What does the name Community Base Addons mean? It is a system that: Offers a range of features for addon-makers and mission... Advanced Rappelling: http://www.armaholic.com/page.php?id=31254Advanced Urban Rappelling: http://www.armaholic.com/page.php?id=31357BloodLust: http://www.armaholic.com/page.php?id=30802CUP Terrains-Core: http://www.armaholic.com/page.php?id=30044EM: http://www.armaholic.com/page.php?id=27224Mocap: http://www.armaholic.com/page.php?id=27262RHS Pack: http://steamcommunity.com/workshop/filedetails/?id=843770737Ace: ace A Workshop Item for Arma 3 By: acemod Advanced Combat Environment 3 (ACE3) http://ace3mod.com/img/ace3-logo-black_600.png ACE3 is the collaborative efforts of the former AGM and CSE teams, along... Ares Mod-Achilles Expansion: Ares Mod - Achilles Expansion A Workshop Item for Arma 3 By: Kex Add-on description: First of all, I want to thank to Anton Struyk for his Ares Mod which expands the Zeus real-time editor with... Task Force: http://radio.task-force.ru/en/Chemical Warfare: Chemical Warfare A Workshop Item for Arma 3 By: Assaultboy This mod adds Chemical Warfare to Arma III. Github Link Summary I noticed a lack of any chemical warfare mods and I decided to fill the void the best I... Enhanced Soundscape: Enhanced Soundscape A Workshop Item for Arma 3 By: LAxemann If you enjoy our content, feel free to Donate <- (Click). Donations will be shared 50/50 with jokoho. Unlocked Uniforms: http://www.armaholic.com/page.php?id=25418Zombies and Demons: http://www.armaholic.com/page.php?id=28958------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Rules1. No Team Killing (only excuseable if accident)2. No Radio Spam3. No Toxicity, harassment, racism, etc4. Listen to your squad leader and command5. No leaving your radio frequenty 6. No inappropriate names (we will kick you out)=======================================================================PunishmentIf you violate any of these rules you will be given a warning by a admin, you will be given 3 warnings till we give you a ban from the server. If you don't get a ban within a week, you will get 1 extra allowed ban, meaning if you were on your 3rd ban, you will be placed on your 2st ban. Warning #1 - Verbal WarningWarning #2 - 1 Token RemovalWarning #3 - 2 Token RemovalBan #1 - Whole DayBan #2 - 2 DaysBan #3 - 3 DaysBan #4 - Permanent Ban=======================================================================Ranks For ranking, everyone will start out as a Private, depending on how well you do in your mission and depending on how well your squad leader thinks you performed, you will be ranked up this way. The MVP of the squad will earn a token towards their next rank, once you get 3 of these you qualify for the next rank .After you are ready to rank up, you must poke or ask a squad leader to get a server admin to promote you up.During gameplay you must use a rank abbreviation before your name or else we will kick you from the server.heres a example [ PVT Mogambo ][PVT (your name) ] Heres a list of all the ranks in order....--------------------------------------------------Private - PVT - 0 Tokens---------------------Private 2 - PVT2 - 3 Tokens---------------------Private First Class - PFC - 3 Tokens---------------------Corporal - CPL - 3 Tokens---------------------Sergeant - SGT - 3 Tokens---------------------Sergeant First Class - SFC - 5 Tokens---------------------Master Sergeant - MSG - 5 Tokens--------------------- Sergeant Major - SGM - 5 Tokens--------------------- Warrant Officer - WO1 - 5 Tokens---------------------Lieutenant - LT - 7 Tokens--------------------- First Lieutenant - 1LT - 7 Tokens--------------------- Second Lieutenant - 2LT - 7 Tokens---------------------Captain - CPT - 9 Tokens---------------------Major - MAJ - 9 Tokens---------------------Lieutenant Colenel - 11 Tokens---------------------Colonel - COL - 11 Tokens---------------------Brigardier General - 12 Tokens--------------------- Lieutenant General - LTG - 15 Tokens---------------------General - GEN - 20 Tokens---------------------General of the Army - GA - Can't earn=======================================================================RequirementsIn order to play you need.....Arma 3Teamspeak ( )Mic (recommended)We will annouce when the server comes up in our group, typically when there is 1 hour before we start.=======================================================================If you have any mod suggestings, post them below, we would love to add a more realism experance to our server. :)
  12. I cannot see any official Servers being online anymore
  13. Spartan Security is looking for new applicants interested in building a PMC based group that performs various operations using Zeus and vanilla gameplay. If you are interested in being the first to join, please head to the Unit page and apply there or leave a response on this thread.
  14. As in title. Any solutions? Its super annoying. It only happens when im in vehicle and select gunner position. 10% of the time after this i lose remote control.
  15. I am currently playing on a CUP map in Chernarus. I made a scenario at an airfield and after completing it, I've decided to Save&Exit. However, a day after I wanted to come back to continue the scenario, everything was there on the map and usable, no errors. However in my "Create" tab in Zeus, I only had a few factions to chose from, compared to the first time I started the scenario I had all my mod factions. The only factions accessible now were the standard ArmA 3 factions, which I just don't really use or like that much anymore. And the factions from the mod I used when I played last, which was RHS: GREF. I could not access any other faction from any other mod. Basically I had CDF, ChDKZ and such from GREF, but that alongside "NATO" "NATO Pacific" and such from ArmA was it, I didn't have the USA factions, the British Armed Forces, Bundeswehr, nothing. Long story short, after resuming a scenario in the game, all the factions I didn't use no longer appear in my "Create" menu in Zeus. What can I do to resolve this? P.S. I have my Zeus set to "All Addons (Including unofficial ones)" and I do see all of them if I start the scenario from scratch, however if I resume the scenario after quiting and saving it, everything other then the stuff from the mods I used is gone. Thank you in advance!
  16. I am currently playing on a CUP map in Chernarus. I made a scenario at an airfield and after completing it, I've decided to Save&Exit. However, a day after I wanted to come back to continue the scenario, everything was there on the map and usable, no errors. However in my "Create" tab in Zeus, I only had a few factions to chose from, compared to the first time I started the scenario I had all my mod factions. The only factions accessible now were the standard ArmA 3 factions, which I just don't really use or like that much anymore. And the factions from the mod I used when I played last, which was RHS: GREF. I could not access any other faction from any other mod. Basically I had CDF, ChDKZ and such from GREF, but that alongside "NATO" "NATO Pacific" and such from ArmA was it, I didn't have the USA factions, the British Armed Forces, Bundeswehr, nothing. Long story short, after resuming a scenario in the game, all the factions I didn't use no longer appear in my "Create" menu in Zeus. What can I do to resolve this? P.S. I have my Zeus set to "All Addons (Including unofficial ones)" and I do see all of them if I start the scenario from scratch, however if I resume the scenario after quiting and saving it, everything other then the stuff from the mods I used is gone. Thank you in advance!
  17. ACP Summe

    Looking for Zeus players!

    Hello my name is Jace but you can call me Summe. I enjoy being a Zeus i have hosted a lot on official so far everyone has enjoyed and i usually host every day with my friends but i wanna kick up a knoch which brings us here. I will host Sunday through Wednesday and Friday through Sunday. FYI most will be modded Info: I realize that there is kids that play arma and i accept them as long as there 10 and above and i am 13 but please dont let that make you say no to this i ask you to at least try 1 op with me. Requirements 1.Must be 10 and above 2.Must have more then 60 hours on arma3 3.have discord 4.Dont be a dick to players 5.Have Arma3 (duh) My steam http://steamcommunity.com/id/elitewolf805/ Discord https://discord.gg/AjctCC Thank You!
  18. A bit ago I begun working on my own little project to introduce simulated Fog of War to the Zeus commander to allow for a true Zeus vs. Player experience. The idea is simply unrendering objects that the zeus's AI are not aware of. Unfortunately I had to put that project on hold because I ran into a bug that seems unavoidable. That bug being that zeus is completely capable of editing supposedly non-editable objects and even if you remove all editable attributes one-by-one, the fact still stands that the zeus player can simply scan his mouse across the map and find the names/locations of any unit on the map (Ultimately destroying the idea of FOW). Zooming out on the map makes it even easier to discover "hidden" units as the clickable area for all units is increased with the zoom. Original discovery thread here and cobwebbed bug report here I've decided to come back and see if I can work around this problem with the idea of simply hiding the map when the zeus player is in the zeus interface. My hacky idea is this: When the zeus player is in the curator display (IDD 312), recognize when the map is opened (keydown on "M") and black out their screen. Possibly with the text "No map available" or what ever. The prototyping code is: if (player == ZeusCommander) then { fnc_blackScreen = { _blackScreened = _this getVariable "blackScreen"; //Screen isn't black if !_blackScreened then { cutText ["","BLACK",0,true]; //black it //screen is black } else { cutText ["","BLACK IN",1,true]; //remove black }; //flip boolean _this setvariable ["blackScreen",!_blackScreened]; }; ZeusCommander setvariable ["blackScreen",false]; waituntil {!(IsNull (findDisplay 312))}; _keyDown = (findDisplay 312) displayAddEventHandler ["KeyDown","if (_this select 1 == 50) then {ZeusCommander call fnc_blackScreen;}"]; }; In the curator display, recognize "M" (50), check if screen already black. If not, black it, If is, un black it. Simple stuff. To much of my frustration however it seems like no matter what the Zeus map and zeus map unit icons are always ontop. I'm clueless with arma's UI and display infrastructure but it feels like the curator interface is just top priority. I have tried simply covering the map up for the zeus player with a giant area maker but it does not cover up unit icons (Only covers terrain) and now I have tried to black out the screen with cutText which which works perfectly on the normal map (display IDD 46) but not on zeus. It is clear the cutText is running but just behind the zeus map as I can see the BLACK IN fade when I close the zeus map. At this point I'm looking for any recommendation, fix, hacky hack, or what ever to just get rid of this damned broken zeus map. The player's normal map is fine. No unit icons, no ability to hover over the map to discover units, nothin. It's the zeus map that is the problem. If I can discover a way to, in any form, stop the use of the zeus map, then I will have my Fog of War functioning without any extremely obvious exploits.
  19. Hud Dorph

    Zeus respawn issue

    Hello - Zeus issue - if i on my server use zeus to create an empty vehicle i cannot set respawn for it. If i push the "respawn on current position" button it seems to apply, but after clicking ok and reentering properties the respawn button if off again - its been like this for some time now - testet ofc with no mods - can anyone confirm/ deconfirm issue. Edit: Wow seems like its reported on 18may and still here :( https://feedback.bistudio.com/T124864
  20. Hello All, Today I come to you as a dedicated Zeus player, moderator, admin and Zeus from official servers. Most of you may know me as simply Andrew, I am around on Arma on a daily basis. I come to you to ask for your help in restoring the official Zeus servers to there former glory by asking Bohemia Interactive to remove the nonsense respawn option added in the last update. Before I start, I want to acknowledge the positive side of the revive mode as yes, there are occasionally bonuses from it. It shows that there is a lot of flexibility for Arma and that the options are always there. For the odd mission here and there without respawns if all the settings are set to cruel times, it can partly work to generate a good mission. It has many options and provides players with an alternative to the main death system. Despite this however, I believe all the cons far out way the pros. Arma 3 is advertised as a military simulator, the most realistic one in the world in fact, yet last update with Malden they added the option for revive. Reviving does not exist in military combat. There is no first aid or medic kit that can deal with a fatal or even light bullet would enough for a soldier to continue in battle without issue. Never has a person taken a sniper bullet through the brain and been able to stand up and carry on fighting after first aid. So why do we have to endure this on Arma? I appreciate that Bohemia are trying to show off the possibilities of Arma and that server hosting is an option, but the official servers are meant to represent Arma and do we really want Arma represented in this manner to new players? Those of us who are unable to host a server due to costings or other technical restrictions have to use official servers, and as the main player base if we can come together I believe we can fix this problem. The other option told to us is that the admin can remove the option in parameters, or the Zeus can request the admin turn it off. This will just encourage people to vote out Zeus's and admins just to disable revive mode and in fact it is happening right now. A number of communities will join servers with the ultimatum of remove revive mode or lose admin/Zeus. We don't want to generate a toxic player base for a game that has such a positive and supportive community. Overall, we the community, have a job to make sure the Dev's know when they have made a mistake or that they have done things we don't like so they can understand the fans views even if nothing changes. Lets join up and see if we can help the Dev's realise how much better Zeus is without revive mode. Thank you for reading. Andrew/Bubbles
  21. My Zeus Game Master mission works near flawlessly, except for some reason all the virtual entities die when the mission starts. I will select the Zeus virtual entity at the start screen, and when it goes to the briefing it shows "No Signal", then starts with the screen pointing up and it shows me the death screen. Why is this happening? The Zeus can work if being used by a regular unit, but that causes strange re-spawning bugs. I want a normal virtual Zeus entity to be the Game Master, but that is impossible if it dies for no reason. Am I missing something for my virtual entities to be dying? I am using version 1.56 for the Eden editor, is that the cause of this strange bug? Description.ext author="Smash Balls"; onLoadName = "Overlord 42+1 Master Altis"; OnLoadMission = "There is an almighty Overlord of which I wouldn't disobey! The NATO faction has a starting desert HQ with a handful of starting assets to use."; loadScreen = "overlordCastle.jpg"; overviewText = "Our lord of death and destruction has arrived!"; displayName = "Overlord 42+1 Master Altis|Preset Base(NATO)"; respawnVehicleDelay = 30; respawn = "BASE"; respawndelay = 15; respawnDialog = 1; respawnTemplatesWest[] = {"MenuPosition","MenuInventory"}; respawnTemplatesCiv[] = {"MenuPosition","MenuInventory"}; respawnTemplatesVirtual[] = {}; respawnOnStart = 0; disabledAI = 1; joinUnassigned = 1; aiKills = 1; class Header { gameType = ZGM; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 43; //Max # of players the mission supports playerCountMultipleOf = 1; };
  22. World War 3 MILISIM

    Arma 3 World War 3 Milisim

    Welcome! I am here to tell you about a new Milisim server we have opened. It is well run and involves a World War 3 Aspect that hasn't yet been seen to this extent! We have around 1-2 mandatory ops each week and every night we have non mandatory ops to train and have fun with each other. We are a "hardcore" Milisim where we have a ranking system, squad leaders, commands ect. If you are interested please join our discord. ( https://discord.gg/5Umhae ). You can speak with any of us about the server and what we do between 10AM EST and 12PM EST. All are welcome. Mods needed: Enhanced Movement CBA_A3 ace RHSUSAF RHSAFRF ACE Compat - RHS Armed Forces of the Russian Federation ACE Compat - RHS United States Armed Forces CUP Terrains - Core CUP Terrains - Map X - CAM - TANAUS (Version 1.1) Vcom AI V2.81 Ares Mod - Achilles Expansion
  23. jaynic

    RHS and Zeus

    Hi all, I've noticed that when I play a zeus mission with RHS - not all of the RHS units, vehicles, groups etc. are available. When I'm building manual scenarios: they are all there: but in zeus there are far fewer. Is there any way to get it all in to zeus? I'm hoping to avoid having to re-write every cfgvehicle definition just to add it to zeus... Is there a simple procedural way to get it in there? A script perhaps to find all the entries, and manually make them available to zeus? Thanks JayNic
  24. MG_Flames

    Zeus - Custom Mods

    Hi there, I have this: http://www.armaholic.com/page.php?id=26339 which supports Zeus as a gamemaster. I was wondering how I can use unofficial mods in Zeus in multiplayer. Thanks a lot, Flames.
  25. I am recruiting people to join my Arma 3 Zeus group where we play all sorts of missions. We are looking for mature players who understand Arma. Group Link: http://steamcommunity.com/groups/Arma3Zeuzers ~pupy