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Found 171 results

  1. I am currently playing on arma 3 's official 16+2 zeus server, and Im struggling to add more than one faction. When choosing mission as admin I only have the option to make: master stratis/altis NATO/CSAT/AAF but not two at once. I would like players to compete. How can I change that?
  2. So at the moment there are a couple of roadblocks and bases available as well as the normal squads and fire teams for each faction. However, in the Eden editor, you are able to put down a certain collection of units, props or both and save that for later use. It would be great if these compositions could be used in the Zeus Editor as well as being able to create new ones that can be saved from Zeus. I doubt this would be too much work as it is essentially already in the game, but just not transferred and would be very useful for "Zeusing".
  3. Scooterknight47

    Unusable Modded Units in Zeus

    So I don't know why, but when I try to change "Use Official Addons" to "Use All Addons[including unofficial addons]" in the Game Master, it won't let me. Is anyone else having this problem, and if so, how do I fix it?
  4. When i place a game mastee module, it gives me the option to set the owner, name and addons (mods) that can be used by this zeus. The Problem: i cant edit the addons option as the module wont let me open the selection menu from where i usually could select 1 of three options (i think it was addons active on scenario, official addons and all addons (including unofficial)) Please help. It is elemental for me in order to create a zeus mission.
  5. Hello, I am sorry if this question already has been asked before.. So I am having this problem, I made my own mission using the following mods UNSUNG VIETNAM MOD DELTA 3.0 and UNS TRAPS. The mission that I made was a zeus gamemode on the map SEA , Lam Dong, Vietnam I did everything right all the things worked except zeus, you can enter zeus but you can only spawn the DEFAULT ADDONS and the UNITS ALREADY PLACED IN THE SCENARIO (http://prntscr.com/eutwm4). Here are my settings in the editor http://prntscr.com/eutwpt (game master module), http://prntscr.com/eutwrw (available units from the mods and already placed units). If I host this game on multiplayer only the host (if he is the zeus) can place all the units from the mod, but if my friend is the zeus he only can choose those units (see first link) and it is the same otherwise if he host the game. So can someone help me with this!? Greetings, BaiJie90
  6. Hello, So I'm working on a super simple Zeus fire support module that should make it very easy for Zeus to call in fire support from any artillery-capable unit on the map. I've started working on the functions that would handle the procedure and it works perfectly. The script, when run, searches for the nearest artillery-capable unit that isn't already assigned to a fire mission and then gives it a fire mission based on pre-set variables. So it works as a script, but I always intended this to work as a module where you place it in zeus, then you get a nifty menu and you click OK and bad shit happens. Now I have started to convert the script to work as a spawn-able module, but what happens is that when I try to spawn the module in Zeus nothing happens. I have the module on my cursor and I click and just nothing happens. I tried to follow the biki in terms of how its set up but I've obviously done something wrong. I would love some help. Thanks, Morthon
  7. Hello. I was hoping that someone could help me. I am trying to make a custom faction with custom units, using gear that is already in the game (as well as in a few mods such as in RHS, etc.). I managed to get the gear and units to spawn in, however all of the units come under one heading, "Men". I want them split off, for example, "Police Troopers" and "SWAT". See the picture below for reference. As I said, I want them split off into different subsections instead of just "Men". How would I do this? My code is below, in a config.cpp.
  8. So, I just launched A3 Editor after update to create Zeus mission and... Zeus Mod Setting doesnt working. I can just choice "All Official Addons"... Tried to launch A3 with mods and without, still doesnt working... Any ideas?
  9. WurschtBanane

    Zeus rights

    As noone has answered yet, i will simplifiy my post: I created 2 playable units. I synched game master modules to them (and put the units names in the owner line) I synched the game master modules with a game master gamemode module I hosted the mission, a friend joined... and only one of us was able to place everything. He one was also able to acess zeus, but could only place markers. Why? And how do i fix this.
  10. I noticed this issue started after update 1.64, so I think that is when the bug got added when the search function also got added to Zeus. A lot of the objects that were able to be placed are not showing up for Zeus to place anymore. It looks liek they aren't missing entirely, they are just missing from the Zeus list. Most notably, off the top of my head: Objects like sandbags and hbarriers. There is also others that I can't remember, and who knows how many other missing items that I haven't come across yet. I didn't find any forum post on it yet, but I found these in the feedback tracker: https://feedback.bistudio.com/T120337 https://feedback.bistudio.com/T120735 https://feedback.bistudio.com/T120423 More here: https://feedback.bistudio.com/maniphest/query/9w_nsMfxZ7Ku/#R Any news on this getting resolved or if it is even being worked on?
  11. So i saw a video a couple of days ago where the player that controled zeus has access to thermal vison. After a google search i found this http://feedback.arma3.com/view.php?id=17794 on the Arma 3 feedback website. I tried multiple times to get it to work but no progress, so i went in the editor and looked up the function in the function viewer. This is what i got from it. I have tried a couple of things but nothing has worked yet. If anyone knows how to get this to work that would be great. Hopefully it will also help other mission makers in the future. Thanks in advance for any help or tips i get.
  12. I have no issues hosting a server. I can host my own custom made Zeus missions that work correctly, so long as I do not place any buildings/props beforehand in the mission via the Eden editor. I would consider myself a beginner at Eden, so I'm hoping I am just missing something. So the problem I am having is that when I place either buildings or props in my custom Eden created missions, players are unable to connect. It tells them that they do not have the required mods/addons. However, while creating the missions I have no mods loaded and the mod list in the editor states that I am using only official Bohemia mods. I also made sure the players connecting did not have any of their mods loaded. Any idea how to fix this issue? At the moment I just don't place any props in order to get around it, but I would like to place things so that I can create a somewhat pre-made mission where I only rarely need to use Zeus so that I can enjoy the mission with my friends. Here is what I've learned from testing so far... Players can connect when... "A3_Characters_F", "A3_Modules_F_Curator_Curator", "A3_Supplies_F_Heli_CargoNets", "A3_Supplies_F_Exp_Ammoboxes", "A3_Modules_F_Multiplayer" Players cannot connect when... "A3_Characters_F", "A3_Modules_F_Curator_Curator", "A3_Supplies_F_Heli_CargoNets", "A3_Supplies_F_Exp_Ammoboxes", "A3_Modules_F_Multiplayer", "A3_Structures_F_Mil_BagBunker", "A3_Structures_F_Mil_Shelters", "A3_Structures_F_Mil_Cargo", "A3_Structures_F_Exp_Signs_Traffic" If this is a common fix, I apologize, but I have been unable to find anything on the internet that addresses this problem.
  13. Our Friday night mission had to be called of in the middle of the mission again since our Zeus had a disconnect from out server, He could not access the Zeus UI after reconnecting for unknow reasons. The UI wouldn't simply come up. Did anyone else experienced this issue?
  14. A new cooperative [ZEUS] and PVP unit, If you enjoy team based action across a dynamic environment then this is the unit for you. [NON UK MEMBERS ARE STILL WELCOME AS LONG AS YOU CAN SPEAK ENGLISH]. Join here --> https://units.arma3.com/unit/ukaf We will be playing every saturday night unless of issues we will move it if so.
  15. It was 2017, and the objects in the Zeus never returned. I'm with my friends loved to spend time in this game mode, placing a many of objects in real time, after starting the battle. Bohemia, maybe finally released the update and return the objects (props) in Zeus Mode?
  16. Hi. I know how to create a Zeus mission (connect the module to the player, make respawn=base in the description.ext etc.). The only problem is: When the Zeus rejoins he looses his Zeus-capability (as syncing with playable units goes away when JIP-ing). What can i do to prevent that? I tried placing a trigger that activates itself every 30 secs and synchs the player with the zeus module again, but i am not sure if that will work...
  17. Alright I'm so close I have at most 5 fixes left before this server/mission is perfect. So what I need done I feel like should be simple I just cannot figure out a way to do it. So in Zeus there's an option to add a briefing. Every time you add a briefing with the same name it just adds it and the update time. What I need is for regular players to be able to trigger this interface and add "Intel" to this briefing.
  18. lawndartleo

    Zeus blocked

    Picking at the inner workings of Dynamic recon ops and attempting to place a Zeus module as I do in every other mission I have made or modified, I have run across an instance where the module has been completely disabled. Put in the module with owner set to a unit name, UID or #adminlogged and nothing happens. What might cause this kind of disabling?
  19. Okay, weird question here, I play a great deal of WLA, I love the sand box nature and fairly active self sustaining world. I also make fairly heavy use of the Zeus through MCC, I was wondering if anyone was familiar with a way to get Zeus to use all the addons I run? I'm aware of the way of adding it into new scenarios I make but since this one seems to reference maps already made and has nothing in the scenario PBO itself, what do I do? Can this even be done? Many thanks! :)
  20. Description: Zeus Integration with Servers and Headless Client aims to transfer all spawns from Zeus, and distribute onto server and headless clients, as well as automatically allow other zeus users to see and edit units placed down. This is all accomplished without any overhead. Everything is handled with EventHandlers, so no messy, constantly running scripts. This mod is designed to be run on server, headless clients, and clients to function properly. Will work with no headless clients, or however many you manage to connect. Will also work with non-dedicated servers. Beta Version 0.3 Features: Adds all players to all curators on respawn Transfers vehicles/units/groups placed by curator to server/headless client Adds placed vehicles/units/groups to all curators Server keys ChangeLog:v0.3 - Efficiency -Changed way MP is sent to be more efficient -Fixed rotation not being retained on moving objects -Fixed a few minor bugs v0.2 - Rotation - Added MP functionality for rotating objects in Zeus v0.11 - Hotfix - Fixed locality not switching correctly - Fixed group leader not being correctly retained - Fixed units in mechanized spawns not being added to curators v0.1 - First implementation - Added - make players visible to all curators - Added - Distribution system to evenly distribute units across all servers and headless clients - Added - make placed units visible to all curators - Added - server keys Known Issues: -Will not add or transfer units placed by init scripts, mission, or various modifications (will not support this as intent is zeus support only) -Air vehicles do not start engines and begin flying immediately after changing height to midair Plans: The intention of this mod is to allow units, such as 72nd Airborne Division that I am apart of, to use Zeus on servers more efficiently. The idea is to allow even more players to join the server with even more AI, with less of a performance impact. - Plan to add configuration to allow weighted spawns. IE, twice as many units being spawned on headless clients than the server. - Plan to add configuration to allow weighted spawns on clients. IE, all clients connected to server will handle 1 AI, when server and headless clients may be running 10 AI each. This will mean more people connected to the server, the better it will run Note- My release model is this. Internal Testing means its an Alpha. Public release without all planned features implemented is a Beta. Full release means all planned features are added to the mod and working correctly. Debug: Downloads: Dropbox- https://www.dropbox.com/s/zqgpihjy0ys3rnu/%40ZISHCv0.3.7z?dl=0 Google Drive- https://drive.google.com/file/d/0B6b2GOkx9cBCUEpDRHVOb3hfTlE/view?usp=sharing Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=639965833 Zeus Integration with Servers and Headless Client v0.3 beta Special Thanks! 72nd Airborne Division for continued support and testing SFC Z. Katz for help with testing Rekkless and the Flying Monkeys In Space, Arma 3 tactical realsim clan
  21. Hello folks. Two questions: 1. Is there a function call that returns a boolean when a curator is actively using the camera? something along the lines of: "inCamera curator" => returns true when actively using the birds-eye view camera and false when controlling their normal physical character. Pretty much some way to recognize a trigger for when the player enters and exits zeus. my current awful solution is detecting the "Using Inventory" animation for standing, crouching, and prone. This, however, doesn't work if the player is in an advanced stance or in a vehicle. 2. Is there a way to disable unit markers on the zeus map for zeus. I don't mean the difficulty setting for all player maps (that's already disabled) nor do I mean removing units from the curator editable objects (that's also already disabled). Despite the magic map being off and the units not in the curator's editable objects, they still show up on zeus player's map. Anyway to disable this? Thanks for the read.
  22. Having a problem - When using the Remote Control feature while I am Zeus - to take over the driver of a vehicle, I cannot turn the headlights off and on. In fact Remote Controlling any bot on the map and getting into the car, "L" does not - the headlights stay off (or on, if forced on). When I jump in as the Zeus unit himself, its fine. But those under his control cannot. Please fix this! Means a Zeus controlled unit cannot get into a vehicle at night and then turn the lights on!
  23. Hello there Arma community (and developers)! Is there any way to assign costs directly to groups (of units) such as OIA_InfSquad and so on? Well heh, actually I know that it is possible: you just declare the costs of individual classes in the cost table and then call it with bis_fnc_curatorObjectRegisteredTable; That does work so long that when I place a vanilla infantry squad for example the CSAT one, the individual costs I've set will get summed up and then subtracted from the total amount of available Curator (Zeus) points. Why is it then that when I declare individual class costs for a game modification such as Iron Front lite placing individual soldiers works as intended (the set points get subtracted) but when placing a group that consists of those same individual soldiers no curator points get subracted Shouldn't the game handle modifications the same way as it does with vanilla game's groups? That is, when placing a group of units -> sum up all the individual costs and then subtract the total amount. So what gives? Might this be an issue with the base game or the modification I'm using.. or maybe I should declare some additional stuff somewhere that I just currently don't know what to declare and where. I even tried to declare cost (0.9) for LIB_GER_infantry_squad in the very same list where I have set costs for the individual soldiers but that didn't help much. By using the module Set Costs - Soldiers & Vehicles it is possible to circumvent the behavior I'm struggling with here. In that module there's an empty field Men where you can set a cost for every class type "Man". By setting a cost (eg. 0.5) in that field every class type "Man" gets the same cost and then the cost for placing a group from game modifications (such as Iron Front in this case) will be subtracted from the available Curator points. But if I set the cost like that I lose all the control over setting individual costs for every single soldier and then every grunt, marksman, officer and so on will cost the same amount to place and that's a thing I'd like to avert as much as possible.