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Found 239 results

  1. Fireteam raven founded by veteran players looking to create a welcoming environment for new players as well as explore a vast variety of game modes in a relaxing mil-sim style with out pointless walls like signups and bcts Our Discord: https://discord.gg/N3xswQk Teamspeak will be provided when you join!
  2. JimHawkins

    Looking to join a zeus op?

    Greetings Arma 3 players! My name is Hawkins1999 and recently I have fallen in love with zeus ops. I am looking for players who are down to join in my ops and help me grow in my zeus knowledge. I will be setting up a discord for my ops and look forward to giving you guys great scenarios from halo all the way to zombies and warhammer! Some basic requirements for joining are: 1. you have to be responsible. No trolling ?, dont kill allies for the "fun" of it. Everyone is just trying to have a good time. 2. You have to treat other players with respect. No harassment of any kind. Some table talk is ok but dont take it too far... 3. Your gona need arma 3 Apex as most zeus ops require it for you to be able to join. 4. You must register on the discord with a simple ign, type of player you are, time zone, type registration. 5. Be patient as I dong have much experience zeusing but I know enough and I've taken a hell amount of notes. I will update this when I get the link for the mods needed as well as the discord set up. Stay tuned ETA 5-6 hours for update Update- https://discord.gg/suZAQ4 is my discord. please keep in mind this is just getting started so don't be disappointed if there is nobody in the discord yet. Mods required- Ravage Zombie mod- https://steamcommunity.com/sharedfiles/filedetails/?id=1376636636&searchtext=ravage Halo Operation trebuchet mod- https://www.dropbox.com/s/1u9pm2u85yks19x/OPTRE_HALO_Liru.html?dl=0 Warhammer mod- https://www.dropbox.com/s/9z306fxrdy7y9l4/TSBWarhammer.html?dl=0Updated Task Force Radio video below \/ \/ \/
  3. White Fox Assault Regiment GENERAL INFORMATION Discord: https://discord.gg/8uNcKed SteamGroup: https://steamcommunity.com/groups/WhiteFoxAssaultRegiment Teamspeak : 173.234.27.145:10033 Email: whitefoxassaultregiment@gmail.com About The Unit The White fox Assault Regiment is a milsim unit showcasing modded, Zeus operated campaign missions based around an Infantry unit but with branches in Recon and Aviation. We are based in both the EU, US with an average of 50 active members attending the main weekly Campaign operation and with around 15-20 attending any mini missions hosted by any of the players who want to run as Zeus for the night. We give new players and old players the same chance to host the mini ops so if you want to play on the ground and as the Zeus then you are more than welcome! We strive to not only set up the foundation for an outstanding Milsim experience but a brotherhood of gamers that can span into a variety of other games outside of Arma. If you like videos such as Liru the Lance Corporal or Karmakut then we aim to provide an excellent mix of the both, providing a true milsim experience whilst maintaining the casual gameplay aspect. No one is required to have 100% attendance, you just let us know when youre free for a mission so we can add you in. Requirements: Working microphone Your own, legal copy of Arma 3 Age requirement of 16+ (younger applicants are subject to moderation) To have a minimum of 20 hours logged in Arma 3 or Arma 2 Must speak English to a passable, coherent level Must have Discord No DLC required! When you join the Discord message either SFC K.Velez, SSG M.Jewsbury or any of our SGT's and we can set you up
  4. I made two missions that allow me to see and edit players and models that other Zeus spawn in real time without having to add-editable-objects every time with Achilles. Each Zeus can also see each other's players placed in the editor. To do I simply placed four players, four game master modules, and set each player as the owner of a module - I also put in a respawn point - and it worked. However, when I tried the same thing later for another map, it did not work. Each player was a Zeus but could not collaborate like in the other missions. Also, the Zeus could no longer see their player models placed in the editor. I found a video, and it solved not being able to see the player models but it did not answer the main problem. I also have tried this, but I cannot seem to get it to work. Why can multiple Zeus collaborate in the first two missions I made, but not when I do the same exact thing on other maps? Also, is there a sure way of making a multiple collaborative Zeus mission that works every time?
  5. Weirdly, Zeus cannot spawn the USS Liberty static ship added on the Encore update, it's not even listed on the Static Ships section, only the HMS Proteus shows up. This has been an issue ever since the Encore update hit. Could we get a fix or a reason as to why we cannot spawn it? I'm not even sure if the devs are aware of this issue.
  6. Hello, I am working on a mission and having some difficulty: some time into the mission, every player who has a zeus slot assigned will find their game crashes with the following: 0xc000005 STATUS_ACCESS_VIOLATION I'm kind of at my wit's end trying to debug this issue, as it makes administering the mission a bit problematic if the admin users are being kicked every 20 minutes or so. The mission begins fine, but as units spawn and the player count rises, the odds of the kick happening increase. The interesting thing is it doesn't isolate some users: it's all users that have a zeus module assigned. My initial approach was the dynamically create zeus modules and assign admin users to them, but then I went back to a standard pre-placed module approach, with UIDs as the assignment, to see if that was the issue. Both methods produce the same results. In the .rpt, we get the following: 2018/12/19, 21:11:01 Client Username - client's ticket has become invalid. Code: 6 2018/12/19, 21:11:01 NetServer: cannot find channel #264769362, users.card=45 2018/12/19, 21:11:01 Message not sent - error 0, message ID = ffffffff, to 264769362 (Username) and that happens every second until every Zeus user has crashed. I've tried to be very efficient in the coding of the mission, but there are some loops that run for various reasons. I've used diag_tickTime to clock how some of the longer scripts are performing, and nothing goes over 0.52ms... there were probably around 300 units running in the mission at the time. Any ideas, or suggestions of what to check? I'm at a loss. - Ryko
  7. 501st Chairborne Division We are a small ARMA group of around 10-15 people wanting to expand into the public and welcome anyone who might be interested in playing in an immersive, mature environment, while having quite a few roleplay aspects (interacting with locals to provide intel, talks and story among fellow troops, etc.) We're rather easy going and are open to any questions and ideas. Ops are run every Saturday, Australian Eastern Standard Time. Game Modes/Ops/What we do: Currently we're focused solely on having a Zeus or two write campaigns and script missions to make it as immersive and hands on as possible. We have Ops that have great diversity, such as infiltration, extraction, armoured assaults, sea invasions and much more. We don't stick to one specific time period and we move onto different campaigns and scenarios when the players express interest in change. Thus far, we've done a PMC campaign that was in Africa, 7th Cav in Vietnam and we're currently playing a multinational Special Forces group that is currently stationed in Iraq. Contact Discord Democracy#2496 Exe#9871 Steam: https://steamcommunity.com/id/executeable/
  8. Hello i would like to know how to sync a playable/respawnable unit to a module in MP environement. I try to make playable unit displayed with the HC ui after respawn but thats not work, i search on the web but its like its not possible to make it work without issue. So i have try with zeus + "ModuleCuratorAddEditableObjects" but same issue the unit wont show up after respawn. I have tried different way with this command without success. I want to add a commander feature inside a custom warlord similar to liberation, where the zeus commander can only see blufor unit, same with opfor commander. Somebody know how to transfer new blufor unit to zeus interface ?
  9. 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.
  10. 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
  11. 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.
  12. 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
  13. 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..
  14. 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
  15. 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.
  16. 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:
  17. 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:
  18. 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?
  19. 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:)
  20. 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]; };
  21. 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.
  22. 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
  23. 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...
  24. 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
  25. 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 }; };
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