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Found 239 results

  1. I cannot see any official Servers being online anymore
  2. 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.
  3. 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.
  4. 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!
  5. 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!
  6. 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!
  7. 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.
  8. 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
  9. 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
  10. 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; };
  11. 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
  12. 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
  13. 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.
  14. 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
  15. bf.lyth

    Malden Zeus?

    When the Malden update comes around, does BI have any plans to add a zeus mode to it as well for use in the Official servers and our own private servers?
  16. lawndartleo

    Random Zeus failures

    This has been happening a lot lately... Zeus works, then doesn't, then maybe it starts working again, and then stops working again. All in the same game session. Doesn't matter if I or my other admins are #adminlogged on our dedicated or if I am just dinkin' around on my own machine, locally. Ideas?
  17. Hello everyone, upon glancing at the biki for more information regarding the implementation of sounds into the zeus user interface I wasn't able to find anything I did however with my sound add the following to my config entry: units[] ={"MySuperCoolSound"}; and supposedly this'll open the sound up to the zeus curator player. But to no avail, any insight on this?
  18. Hello everyone, upon glancing at the biki for more information regarding the implementation of sounds into the zeus user interface I wasn't able to find anything I did however with my sound add the following to my config entry: units[] ={"MySuperCoolSound"}; and supposedly this'll open the sound up to the zeus curator player. But to no avail, any insight on this?
  19. WurschtBanane

    Teleport to players!

    It is a convoy mission, and the players are allowed to use whatever path they want. This makes me often loose them. But here is the issue. I want to be able to teleport to players as Zeus, but stuff placed in editor cannot be edited by Zeus. Is there a way to spawn PLAYABLE units in-game, so that i can just use them like normal ones? Or is there a way to go around the issue, for example by using some kind of a script?
  20. RaptoR DanKel

    Opening Zeus in Debug

    Is it possible to open Zeus using the A3 debug console, i've tried searching ways and found nothing.
  21. 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?
  22. 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".
  23. 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?
  24. 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.
  25. 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
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