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Found 187 results

  1. Hi Everyone, I'm looking for some help regarding a zeus module that I am creating. To give some background, the module (when placed) should prompt the user to use sliders to configure a radius and number of AI with which to garrison buildings within said defined radius. I think I'm running into an issue with execution locality, as this works perfectly in the editor. Expected behavior: User selects the module in zeus and places it somewhere on the map Dialog box appears to ask them to configure radius and number of AI User hits OK and it calls another function to start placing AI relative to the module location In singleplayer this works as above (I imagine this is due to the server and client both being local) In multiplayer, the function to create the dialog is executed on the server (evidenced by debug output to the console), but a dialog does not appear for Zeus My module is defined as follows: class xeen_module_base: Module_F { icon = "\xeen_modules\insignia.paa"; category = "xeen_modules"; isGlobal = 0; isTriggerActivated = 1; isDisposable = 1; is3DEN = 0; curatorCanAttach = 1; scope = 1; scopeCurator = 1; }; class xeen_moduleGarrison: xeen_module_base { displayName = "Garrison Area"; function = "xeen_fnc_garrisonModuleDialog"; functionPriority = 10; scope = 2; scopeCurator = 2; class Attributes: AttributesBase { class GarrisonSpread: Edit { property = "xeen_moduleGarrison_GarrisonSpread"; displayName = "Unit Spread (m)"; tooltip = "The distance of buildings to be garrisoned"; typeName = "NUMBER"; defaultValue = "50"; }; class MaxPerBuilding: Edit { property = "xeen_moduleGarrison_MaxPerBuilding"; displayName = "Max units per building"; tooltip = "Max units per building"; typeName = "NUMBER"; defaultValue = "5"; }; //class ModuleDescription: ModuleDescription{}; // Module description should be shown last }; #include "description.hpp" }; and it calls the following function: /* * Author: Xeenenta * Opens the dialog menu for the garrison module * * Arguments: * 0: Logic <LOGIC> * * Return Value: * None * * Example: * [_logic] call xeen_garrison_fnc_garrisonModuleDialog * * Public: No */ // Parameters params ["_logic"]; _logicLocation = getPos _logic; diag_log format ["Spawning display with logic %1", _logicLocation]; // Create display createDialog "garrisonModuleDialog"; _display = findDisplay 99; // Set Variable _display setVariable ["_logicLocation", _logicLocation]; diag_log "Finished spawning display"; and my dialog is defined here: class garrisonModuleDialog { idd = 99; access = 0; movingEnable = false; enableSimulation = false; class ControlsBackground { class IGUIBack_2200: IGUIBack { idc = 2200; x = 0; y = 0.4; w = 1; h = 0.6; }; class RscStructuredText_1100: RscStructuredText { idc = 1100; text = "AI per building:"; //--- ToDo: Localize; x = 0.025; y = 0.68; w = 0.17; h = 0.05; }; class RscStructuredText_1101: RscStructuredText { idc = 1101; text = "Garrison Radius:"; //--- ToDo: Localize; x = 0.025; y = 0.44; w = 0.17; h = 0.05; }; class RscStructuredText_1102: RscStructuredText { idc = 1102; text = "0"; //--- ToDo: Localize; x = 0.1625; y = 0.68; w = 0.06; h = 0.05; }; class RscStructuredText_1103: RscStructuredText { idc = 1103; text = "0m"; //--- ToDo: Localize; x = 0.2; y = 0.44; w = 0.06; h = 0.05; }; }; class Controls { class RscButtonMenuOK_2600: RscButtonMenuOK { idc = 1234; x = 0.875; y = 0.88; w = 0.1; h = 0.1; onButtonClick = "[(findDisplay 99) getVariable ['_logicLocation', objNull], sliderPosition 1901, sliderPosition 1900] call xeen_fnc_garrisonModuleInit; (findDisplay 99) closeDisplay 1;" }; class RscButtonMenuCancel_2700: RscButtonMenuCancel { x = 0.75; y = 0.88; w = 0.1; h = 0.1; }; class RscSlider_1900: RscSlider { idc = 1900; x = 0.025; y = 0.74; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 0; sliderRange[] = {0,10}; sliderStep = 1; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1102) ctrlSetStructuredText parseText str(sliderPosition 1900)" }; class RscSlider_1901: RscSlider { idc = 1901; x = 0.025; y = 0.5; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 5; sliderRange[] = {0,100}; sliderStep = 10; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1103) ctrlSetStructuredText parseText str(sliderPosition 1901)" }; }; class Objects { }; }; Any thoughts? Full source code can be found at: https://github.com/Xeenenta/xeenenta-enhanced-battlefield if anyone wanted to go digging around.
  2. Requires the latest version of CBA A3. Zeus Enhanced, also known as ZEN, is an Arma 3 mod aimed at improving and expanding the functionality of the Zeus real-time editor. Zeus Enhanced is built with communities who use Zeus as their primary mission making tool in mind by enabling curators with powerful tools to create dynamic scenarios in an efficient manner. For an in-depth breakdown of the features and frameworks please visit the website. This mod is built using the same foundation and design standards as the ACE3 Project. Special thanks to the ACE3 Team for their open source nature and permission to use their systems, without their work this would not be possible. You can download Zeus Enhanced from: GitHub Steam Workshop Features A lot of powerful new modules, as well as improved vanilla modules. Completely rewritten attributes system available for all objects. Context menu that provides quick access to common Zeus actions. Settings to customize the Zeus display (move display to edge, remove watermark, etc.). Ability to disable live search to reduce lag when searching through a lot of items. Overhauled markers tree with markers sorted into categories. Ability to create and edit area markers through Zeus. Rewritten, faster remote controlling of units. 3DEN editor object preview images in Zeus. Player visibility indicator to help ensure mission adjustments are not made in view of players. Placement preview that enables precise object placement on surfaces. Vehicle customization garage made specifically for Zeus. Various bug fixes and quality of life improvements to the Zeus interface. Settings to control Zeus camera properties such as speed and available vision modes. New waypoint types such as paradrop available through Zeus. Contributing You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on GitHub. Please comment on issues you want to contribute with, to avoid duplicating effort. To contribute something to ZEN, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the AUTHORS.txt file; including a valid email address. Submitting Issues and Feature Requests Please use our Issue Tracker to report a bug, propose a feature, or suggest changes to the existing ones. License Zeus Enhanced is licensed under the GNU General Public License (GPLv3).
  3. 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.
  4. 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.
  5. When I place a unit in the Eden Editor and then switch to zeus (by placing the game master thingy) the Units don't show up on my screen and I cant intercat with them. Does anyone have a fix?
  6. okay, here is the problem, i have my own RP mission that was made for ravage with some mods in it: also running everything on dedicated server, here is my server: so the problem: after 1 hour and 6 minutes the zeus become almost broken, i can still place units and objects on map but modules dosen't work (like smoke and other) when i place them nothing happens, the icon stays on the map and that's it, only restart is helping... no RPT errors, only this one when i trying to place module 22:50:09 Cannot create object 10:313 with type[AIUnit], param[unit], NMT code[113] (not even sure if it zeus problem or note) server fps is staying on 46-50, client fps is 60+ i also tried to test the problem on vanilla map, still the same... can someone help or tell me how can i fix it? because i can't play without modules, maybe i can restart the zeus somehow? via script maybe? because i also have infistart on my server so i can run scripts via console. Maybe it's because ravage zombie module spawning a lot of zombies, i have some people who are playing on my server 6 right now and the zombie module is set to 20 zombies per player and the max amount of them is 10000 but they are despawning anyway when the player is away from the cites and other places so... not really sure. or maybe VANDEANSON APOCALYPSE is causing the problem because it's spawns a lot of assets... but i can't play without that mod because its bound with my mission, so the question is it possible to reset zeus without restarting the mission?
  7. Hello dear members of the Arma 3 community. Will it be possible to make a script that I can add to my mission that automatically downloads a Zeus lightning bolt over the head of anyone who kills a civilian? Do any of you have the knowledge to do it? I want to ask you for this favor because I am tired that every time I do missions with my friends there are always a couple of them who kill 5 or 6 civilians for shooting everything that moves. Their excuse is that civilians cross the line of fire... but no one else does the same.
  8. HCC - High Command Converter Version : 1.5.5 _________________________________________________________ This addon enables a leader player to convert any unit(s) of his squad into a controllable HC group. Conversely, any HC group under player's command can join the leader's group. The game's default High Command system has been heavily modified to allow thoughtful plans and coordinated execution via the addition of numerous commands and menus to the original interface. You can turn every Coop into a SP playable HC mission by using the embedded 'Add Vacant Groups of Side' command (menu 6-7). 'Add Curator Groups of Side' allows a curator owner to add Zeus created groups in the HC bar. Large groups formations and waypoints synchronization can also be used to handle movement at squad, platoon or company level or to plan ahead troops embarkment / disembarkment. Hit LCtrl+Space to switch to High Command. Make sure that your 'Open Menu' commands are bound to some key and hit the number keys (1...0) to open the custom HCC menus. Leading a platoon (v.1.4.1). More videos : Advanced waypoints synchronization (v.1.3.0). Static weapons and artillery (v1.3.1). Convoys (1.5.4). MENUS : Group status menu : 9. Create HC Group - creates a new HC group made up of selected squad units. 0. Execute HC plans - gives an option to launch execution of all HC plans from the regular group mode (not HC). HC group root menu : * effective doWatch command (Left Alt by default). * active suppression system (doWatch + suppress). * Regroup / RTF => 1. Regroup Subgroups - 2. Form Back on Me - 3. Regroup Convoy/ 4. Return to Formation - 5. Form Back on Player - 6. Return to Convoy. HC menu move : 4. Join group and wait - Selected HC groups join the player's group and stay where they are. 5. Join group and regroup - Selected HC groups join the player's group and regroup. 6. Wait - Stops the selected HC group(s) while setting up plans. 7. Execute - Selected units proceed to their next waypoints. 8. Define Array As => Squad/Platoon/Company/Convoy => Positional /Directional : Selected groups will follow the most ranked element of the array (formation). => Not Defined : resets the selected groups and remove them from any previously defined array. 9. Stop Following - Frees selected groups from following their leader. 0. Follow Me - Gives the player direct leadership over any selected group, whatever its rank. HC menu engage : 3. Suppression = > parameters : duration + dispersion. 4. Combat mode => Red/Green/White/Yellow/Blue. 5~6 . Engage/Disengage target -Unavailable. 7~8. Enable/DisableAI AutoCombat : enables/disables autonomous switching to COMBAT when in danger. 9~10. Enable Attack true/false : Team leader send their units engage their targets or keep them in formation. HC menu speed : 1. Limited - 2. Tactical - 3. Normal - 4. Full - 5. Automatic. 6. Vehicle Speed : limits selected vehicle's speed so that unloaded cargo troops can follow. 7. Fly in height : forces an helicopter's next waypoint flying height. 8. Dive in Depth : works for either divers or submarines. 9. Allow GetIn true : allows unloaded cargo troops to get in their assigned vehicle when moving toward a distant waypoint. 0. Allow GetIn false : prevents unloaded cargo troops from mounting their assigned vehicle when moving toward a distant waypoint. HC menu transport : 1~3. Land/Sea/Air = > empty/crewed => returns a list of empty/crewed vehicles in a 200 m radius sphere. => assign/embark as crew/cargo. 4~5. Embark as crew / Embark as Cargo : enabled when HC cursor is on a vehicle. 6~7. GetIn assigned / GetOut assigned : assigned crew/cargo will get in/out. 8~9. Cargo load / Cargo Unload : cargo troops will get in/out but the driver/crew stay in vehicle. 0. Unassign current. HC menu action : 1. Vehicles => 1~2. Engine ON/OFF - 3~4 : Helicopter land (in/out/off) - 5 : Sling load cargo - 6 : Drop off cargo (Position/Coordinates) - 7 : Cancel action. 2. Weapons = > 1~2. Unpack/Pack static weapon - 2~4. Fire/Repeat Artillery. 3. Movement => 1. Convoys => 1. Display Convoy Leaders - 2. Regroup Convoy - 3. Return to Convoy. 4. Subgroups Mode = > 1~2. Positional/Directional. Changes the formation mode. = > 3~4. New Positional /New Directional : Changes the formation mode and redefines groups positions. 5. Subgroups Formation = > 1.Line 2.Column 3. Wedge 4. Circle. = > Interval : 20 - 200m. 6. Chain of Command = > 1~2. Enable/Disable CoC for subgroups. 7. Add Vacant Groups of Side : . In SP, adds every vacant playable unit's group to the player's HC bar. . In MP, adds every vacant playable unit's group to the HC bar of the most ranked player of a side. 8. Add Curator Groups of Side : adds all groups that belong to a Curator player to his HC bar. 9. Remove Group from HC bar. 0. Display : gives access to all available display Modes. HC menu combat : 6~10. Stand/Crouch/Prone/Auto/Copy : groups stance management. HC menu team : 1~5. Assign Red/Green/Blue/Yellow/Main. 6~11. Display Red/Green/Blue/Yellow/Main. - The player's group is always team Main. Display All => All groups/All leaders. HC menu reply : 5~6. Sentences On/Off : allows sentences or mutes all groups. 7~8. 3D Icons On/Off : Shows or hides the 3D icons. 9. Rename Group : change a group ID via GUI. NOTES ON WAYPOINTS (standard features) : 0. Right click on a group icon to select/deselect the group. 1. LCtrl + Action MseBtn lets you place several successive waypoints for several groups at one time. 2. Right click on a waypoint to edit its parameters. 3. Place a "Cycle" waypoint close to another waypoint to create a loop (patrols). 4. Place a "GetIn" waypoint close to an empty vehicle to make a group board the vehicle. 5. An "Unload" WP will disembark cargo troops (e.g mechanized infantry). A "GetOut" WP will disembark the whole crew. 6. A "Load" WP will embark assigned cargo troops. A "GetIn" WP makes a crew re-embark their vehicle. ENHANCED WAYPOINTS (HCC features) : 1. Synchronization : 1. Deselect all groups. 2. Hit and release Action MseBtn (MMB by default) on a WP, drag the sync line to another WP, hit and release Action on the second WP. 3. To un-synchronize a WP, just synchronize it with itself. 2. Embark/Disembark : 1. Select an infantry group (G1). Stop it (1-6). Place 2 WPs. WP1-1 MUST be a "move" type WP (default type). Set WP1-2's type : "Get in" (right click to edit). Deselect the group. 2. Select a crewed vehicle (G2) with cargo capacity. Stop it. Set WP2-1's type : "Load". 3. Synchronize WP1-2 with WP2-1. 4. Select G1 + G2. LCtrl+ActionBtn : place 2 new WPs for the two groups at once. WP1-3 = "Get Out". W2-2 = "Unload". WP1-4 = "Move". WP2-3 = "Move". 5. Deselect all groups and synchronize WP1-3 with WP2-2. 6. Select G1 + G2 and execute (1-7). Note that you can synchronize your own waypoints to trigger other groups movement, provided you follow your own plan. Mission or mod makers : To turn groups into HC controllable units with this addon, just put the following line in the proper trigger, waypoint, script or group leader's init field. : player hcSetGroup [groupname, "", "teammain"]; Options are : "teamred", "teamgreen", "teamblue", "teamyellow", "teammain". The player's group is always the main team. More info in this post. In a MP mission just replace 'player' by the playable unit's variable name. Download : Steam Workshop Support : Donate with Paypal License :
  9. Welcome to 75th Ranger Regiment Here at the Arma III Unit, we are all about immersive gameplay, our well-crafted characters, immaculate design, and immersive operations designed by level designers. Our unit hosts deployment operations on our private servers using; terrain, weapon, radio and, vehicle modifications that are available below. Our structure, ranks, billets, assets and, atmosphere are closely related to the U.S. Army. Other aspects are our own adaptations such as; awards and accommodations, promotion policy, training and weapon qualifications that have been adjusted to suit our needs. If you enjoy teamwork, leadership, cohesion, realism and are always seeking to improve and better yourself, then this unit is for you. Our Play Style Our unit hosts campaigns that take place during the present day with realistic scenarios and storylines. 75th Ranger Regiment conducts direct action raids in hostile, denied, or politically sensitive environments. Operations are dynamic and can vary from high-value targets missions, small-scale raids, sabotage and or, hostage rescues. Every operation small or big will have adventure and exploration no operation will be alike. Joining the Unit New recruits coming into the 1st Battalion, 2nd Battalion or 3rd Battalion of the 75th Ranger Regiment go through our version of Basic Combat Training (BCT) and then RASP (Ranger Assessment and Selection Program). From there they are placed into an open billet of their top choice if available. Members who select Combat Medical Specialist, Explosive Ordnance Disposal Technician or Close Air Support Pilot will need additional training. If you are interested in joining the 75th ranger regiment head over to our discord discord.gg/Ce44xBV and speak to a recruiter marked in red.
  10. GDemestos

    Zeus editing

    Zeus Editing Hi, My names demestos, i like making missions and recently i've been given a question about restricting zeus's to certain factions and having said units in the factions cost. I unfortunately have no enditing experience with this request and have been puzzled to find out what to do. If anyone could help me make a template sort of thing where a CSAT officer has zeus, but once opened only has access to CSAT, CSAT Pacific forces, empty assets and modules and then having units in the tabs cost. Thank you in advance and i hope to hear from someone soon! 🙂
  11. Description LRG Fundamentals is a complete mission makers tool, used to create complex missions with ease. Using the huge Library of functions, settings and modules you can create almost any type of mission. LRG Fundamentals is designed to be entirely modular, meaning you can use as much or as little as you want. By default, the master switches are set to off so only what you want to use will be used. See the Key features below for further details. LRG Fundamentals has been used by the LRG in one form or another for nearly 3 years. At the turn of 2019 we decided to publish our work and make all our files open source. That means your free to download, edit, change and create your own work, based on what's we've already made. Download Links Version 1.6.4 Released 02/04/20 Key Features AI Spawn LRG Main LRG Channels LRG QS Icons LRG Weather Player Attributes Safe Zones Vehicle Loadouts Equipment Loadouts Vehicle Servicing Medical Facilities Zeus Configuration Functions Library Third party Features More information on available functions and features as well as our functions library, our Wiki is available here. How do I get in touch? If you want to find out more about LRG Fundamentals or about the community itself, the best way to get in touch is to join our Discord Server. Issues/Suggestions/Faction Requests If you come across any issues, have an idea for an improvement or simply want another faction added to the AI Spawn module, please submit your request here. Latest Changes v1.6.4 IMPORTANT CHANGE: We've updated the spawn AI modules in Zeus to use Zeus Enhanced (ZEN) instead of Achilles. This is due to the discontinued support of Achilles announced on their Steam page. Unfortunately this won't be backwards compatible as the work required to maintain 2 separate systems wasn't deemed appropriate due to the work this would require. Any further Zeus Modules we add will likely require this mod so if you wish to use these, please download the mod linked above! As before, this is optional, if you don't use Zeus Enhanced, the modules won't appear in Zeus but the rest of the mod will function as before. AI Change - Zeus Modules now use Zeus Enhanced (ZEN) instead of Achilles Tweak - Garrison Radius Default set to 100m Added - Sniper Team Min & Sniper Team Max Options to Spawn AI Modules Medical Tweaked - MedicalFacility set to global to be more reliable in MP FOBs Added - Ability to respawn on deployed FOBs Weather Fixed - Real Weather Change Times
  12. I've created a mission with a lot of mines for my guys to deal with, only issue is i cant interact with any mine and some objects after i placed it in Eden editor when im in Zeus. I made the basic framework in eden just to worry about troops during the mission. I added the following to the game logic for both of the Zeus's to see all AI's and objects thinking it would cover it. All AI's show up under Zeus and empty cars but no objects. I did some digging through the discussions already but i didn't find anything mentioned like the problem im having. I also have achilles downloaded and when i add the "see all" module when in zeus mode, no new objects shows up for me to control. if (isServer) then { [] spawn { while {true} do { { _x addCuratorEditableObjects [allUnits, true]; _x addCuratorEditableObjects [vehicles, true]; sleep 60; } forEach allCurators; }; }; }; Thoughts?
  13. I want to change the RPM for some weapon for a better shooting effect in my Arma 3 Zeus mission. The only way I have is to use Wemod and there's a function called super fire rate which works well for every weapon which I currently use. Is there any function that can be applied directly to all the weapons which can change the weapon rpm through the value modification?
  14. oOKexOo


    Achilles Deprecation Notice Achilles is no longer under active development by the core dev team. Please check out Zeus Enhanced (ZEN) instead. Note that you can still create pull requests, which will be bundled and released as updates if accepted. Description Achilles is a gameplay modification for Arma 3. It expands the Zeus real-time editor with many new additions as well as provides bug fixes. Achilles started as an expansion to Ares mod, which was created by Anton Struyk. Achilles became the de facto successor to Ares at the point the latter was no longer updated. Achilles has already grown into a splendid project, but new additions are still to come! Table of Contents Features Language Localization Getting Started Installing Required Addons Incompatible Addons Optional Addons Other Zeus Addons Documentation Reporting Issues, Requesting Features and Changes How to Contribute Basic Steps Setting up Your Local Development Environment Add a New Module Add a Translation Authors Contact License Features Visual changes to the Zeus interface Tons of new modules: ACE Medical (e.g. heal, injury; also work in vanilla!) AI Behaviour (e.g. animations, garrison buildings, surrender) Arsenal (e.g. add/modify) Buildings (e.g. destruction, breachable doors) Development Tools (e.g. execute code, config/function viewer) Environment (e.g. advanced weather, earthquakes) Equipment (e.g. toggle tac light) Fire Support (e.g. artillery, suppressive fire) Objects (e.g. attach to, toggle simulation, IEDs) Reinforcements (e.g. spawn reinforcements on the fly) Scenario Flow (e.g. advanced intel, side relations) Spawn (e.g. custom compositions, smoke pillar, USS Freedom) Zeus (e.g. add/remove objects) Extended attribute window: Groups (e.g. careless, hold fire) Vehicles (e.g. cargo, pylons, garage, damage wheels) etc. New waypoint types: e.g. seek and destroy, paradrop, sling load Hotkeys: Copy/past units including the full loadouts Remote control etc. Customizations: Settings (e.g. faction filter) Language Localization Achilles is available for the following languages: English French German Japanese Russian Simplified Chinese Traditional Chinese If your language is not on the list, the English localization will be used. We welcome any new translations (check out How to Contribute). Getting Started Below is what you need to know to get Achilles up and running: Installing Required Addons Incompatible Addons Optional Addons Other Zeus Addons Installing You can download Achilles from: GitHub Steam Workshop Armaholic If you are not familiar with installing ArmA 3 addons, check out the Armaholic installation guide. Required Addons Achilles requires: Arma 3 Community Based Addons A3 (CBA_A3) Incompatible Addons Addons that you should not run when you use Achilles: Ares Optional Addons These mods below are required for certain features (e.g. fast-roping): Advanced Combat Environment 3 (ACE3) Advanced Rappeling (AR) Task Force Arrowhead Radio (TFAR) Other Zeus Addons A list of other Zeus mods that are not required, but nice additions: Zeus/Eden Compositions (ZEC) Zeus/Eden Compositions for CUP (ZECCUP) Zeus/Eden Interiors (ZEI) Documentation Check out the Achilles Wiki and the Achilles Tutorial Series on YouTube. The documentation is rather limited at the time and thus, you will certainly have questions. We will gladly answer them on our Discord server. Reporting Issues, Requesting Features and Changes Please use our Issue Tracker for these kinds of purposes. In the case of a bug report, please only use a minimal set of mods (i.e. only use other mods than the required ones if they are clearly related to the issue). How to Contribute We always welcome contribution to the repository and thank you for your work! We will update the list of contributors. What you need to know: Basic Steps Setting up Your Local Development Environment Add a New Module Add a Translation Basic Steps Fork the Achilles repository Set up your local development environment Do your stuff Create your pull request And then we will have a look at your work! Setting up Your Local Development Environment Clone your forked repository Set up your addon builder (either get Hephaestus or use the AchillesAddonBuilder.bat in the repository) Add a New Module A good starting point for your new module is the custom module framework. We will gladly help you to port your custom module to Achilles (message us on our Discord server). Add a Translation You have to edit the stringtable.xml. The basics about string tables can be found on the Bohemia Interactive Wiki. If you don't want to edit the file with a text editor, you can use a dedicated tool such as Tabler. Authors Check out the list of contributors. Contact Find us on our Discord server. License Achilles is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
  15. Are you looking for a simple pick up and play MilSim team? Then RCT-7 is just for you! If you want that structured, well-organized group of friends who enjoy tactical gameplay that Arma allows, then like ourselves, you’ll fit right into a healthy culture of gaming, chatting and chilling. Where to find us: On Discord @ https://discord.gg/QrtAaTU On ARMA Units @ https://units.arma3.com/unit/rct-7 Who are we: Regimental Combat Team 7 is a Marine Corps emulated MilSim Unit that’s based around good people and good times. Never taking ourselves too seriously (no screaming, no drama, no PT, yadda yadda) and always cooperating as a unit for mission success. Our structure for roleplay aspects is as followed: GCE Ops Infantry:1st Squad (Rifle), 1st Platoon, Echo Company, 2nd Battalion, 7th Marine Regiment Armor:1 Section, 1st Platoon, Alpha Company, 3rd LAR Battalion (Reinforced) ACE Ops 1st Marine Air Wing (1st MAW) MAG-12 (VMFA-225) MAG-24 (HMLA-367) As a combat team, we allow our members to choose what they specialise in (pending there are slots available) and this can be changed at any time after a quick conversation with leadership. Flexibility and variation outweigh strict and formal to make each mission unique and enjoyable. From Liberation to PvP hosted on our 24/7 dedicated server, our tailored mod list (link below) is all you need to really enjoy your time at RCT-7. RCT-7 Compilation: https://steamcommunity.com/sharedfiles/filedetails/?id=1886694011 What do we do: Saturday is our “Community Day” - this is when we host a training class and/or community event for the general enjoyment of our members. No attendance required - strictly voluntary! Sunday is our “Operation Day” - at 4pm EST we launch a mission from our custom campaign/FTX and get our MilSim on. If you’re on the Active Roster, this is our only mandatory attendance event but of course, IRL always comes first and simply letting us know you can't make it in advance is all that's asked. Weekdays are our “Casual Fun” - where members link up and play other games, run Antistasi Liberation, PvP, I&A or other missions on our server or just focus on IRL things until the weekend comes. Who are we looking for: Mature Players (18+ preferred) Team-oriented & dedicated Willing to be part of a structure-based organization (without the saluting) Willing to take initiative in unit activities and briefings (staying in the loop) What do we require: Have a valid copy of ARMA 3 (APEX preferred but not mandatory) Available on weekends (unit events are Sundays 4pm EST) Have Discord ( https://discord.gg/QrtAaTU ) Have Teamspeak 3 with the TFAR plugin installed (http://radio.task-force.ru/en/) Have respect for others and yourself Have fun! If all of this sounds like a good fit for you - join our discord now and tag a @Recruiter in the #rct-7-message-board.
  16. As we all already know, zeus is able to manually use the Arsenal functionality in-game to give specific infantry units specific equipment and kits, which is good. Unfortunately, for whatever reason, the zeus is unable to modify any values on vehicles. Many vehicles have a lot of variations with equipment like slat cages, or different Camo patterns. I am requesting that the "Zeus" mode in public servers gains an ingrained ability to go into the "Virtual Garage" when the zeus uses either the Arsenal module on a vehicle or a new type of module designed for vehicles. A lot of these assets are in the game but go completely unused, and it would allow for more creativity and game play value in-game.
  17. Hello, just reporting on a bug I have been encountering recently that I have finally found the root cause of. When setting up a Zeus v Zeus mission I wanted to have a limit and natural regeneration of either Zeus' resources. (So they couldn't just spam a bunch of units and overwhelm the server.) All of the modules to set costs such as Side, Object, and Soldiers and Vehicles work perfectly as intended. (Each cost set is used for the synced curator.) However, the module controlling the costs of Zeus modules, Ie: Audio, Effects, Animals, Objectives, etc... does not function properly. I didn't want the Zeus' just resorting to using the Fire Support Module to win fights so I set this Module using the editor Set Costs - Modules to a number greater than 1, so it could not be used. But, there was an issue, after setting the cost of this Module, Fire Support was still available and at the same resource cost as any of the other Modules I did allow the Zeus' to use... It wasn't till today, when I decided I wanted this exploit patched that I uncovered what was causing the issue. When setting the costs of Modules one of the categories is "Misc" and this is what is creating the issue, no matter what value you set any of the other Module costs too, they all follow the cost of Misc... meaning that all Modules are forced to either all be the same cost as the Misc value or to have them all disabled, by having the value set to an unattainable cost. (1<_) I will provide screenshots demonstrating this issue, I hope it can be resolved in the near future. Thank you. Screenshots: Misc at 0.02 (2%): Misc at 0.9 (90%):
  18. Direct download : https://drive.google.com/open?id=1XqYe2BydiXoGRWNWDPY2cjtTz7-67KPj Steamworkshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1711959480 !!! Mission for dedicated server!!! Video exemple : Description of the game mode : Sandbox game mode with the CSATs, the base of the mission is quite simple, enemy occupied areas (NATO) are generated randomly, once the secure area a new one will be generated randomly. Incidentally there is a small playable NATO team (5 slot) to oppose an additional resistance, thus creating more difficult and unforeseen situations. Configuration of the mission : CSAT : -Main base or all CSAT vehicles are available. -Recruitment of up to 10 AI per player. -Vehicle maintenance area. -Aircraft Configuration Zone (Pylon custom). -3 box F.O.B (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), note that the F.O.B are brand so that opposing players can know where they are located, in order to create conflicts around the F.O.B CSAT. -HALO Jump. NATO : -Rudimentary post, only light vehicles and light helo are available (transport, combat), heavy vehicles will need to be requisitioned from NATO IA. -Recruitment of up to 10 AI per player. -1 F.O.B crate (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), take note that the NATO F.O.B will be invisible in order to give an advantage to NATO players who are 4 times fewer in number. Globale content : -Approximately 80 operating areas. -Dynamic IA activity that adapts to the actions of players such as setting up mortar camps, S.A.M, land and air patrol. The zones where the AI are setting up installations are not indicated on the map, so as NATO gradually tries to block you with barrage shots or to defeat any air action. -Engineers can build sandbagwall (need a tool kit in inventory). -Zeus interface for server admin. -The group leaders of each faction have the automatic support (C.A.S, transport, ammunition drop). -Cleaning system (performance manager) every hour empty vehicles, body, stuff on the ground are removed to keep good server/client performance over the long term, players will be notified 2 minutes before the cleaning sequence. Script : !!! Be careful not to use the modes already included in the mission !!! -!!! NRE Earplug !!! -!!! Outlaw mag repack !!! -!!! Advanced sling loading !!! -!!! TAW view distance !!! -!!! AIS medical system !!! -!!! ZBE Cache !!! -Bon recruit unit -AI spawn script pack -R3F logistic -Virtual vehicle spawner
  19. PVT. james_u7qobv7

    Place-able Aircraft Carrier

    Just a place-able carrier that we can do Carrier-Ops off of would be wonderful. I have always wanted to do carrier-ops in Zeus, doing things like CAS requests, transport, amphibious assault, ETC. So if any Bohemia staff/developers look at this forum thread keep this in the back of your head.
  20. Description: This is a GUI that allows the person who executed the script to add/assign or remove/unassign Zeus to any specified player(s). Downloads & More Information: GitHub: Pastebin: Video: Steam Guide: Curator Creator Version 1.0: * New version is coming out soon. The script was broken so I am going to re-make it myself. *
  21. Hi guys this is my project i recreating the Call of duty 4 missions on Arma 3 from the " Crew Expendable" operation to the "hunted" mission playable in multiplayer with the help of an excellent zeus i tried to recreate the settings in the greatest detail that Arma can offer But as you will know, for many things it sins I'm looking for a good guy who knows how to recreate various objects for this MP campaign (ex cargo ship) to then publish it on the workshop to make everyone participate in this fabulous campaign Because you also know that when we talk about the MW campaign, a small part of us gets excited once again For now I leave you only the screens of the environments but in the future I will provide you with a nice video dedicated to all this Please comment and have your say and why not if you want to join the project 😎 MORE SCREEN AND VIDEO INCOMING
  22. ArmA III has many different vehicles, each with several different available textures. Some like the offroad (and now with the release of Tanks DLC, most armored vehicles as well) even have certain components like doors, camo nets, bags, and supplemental armor that can be added or removed. I love these customization options-- the only problem: it's impossible to edit any of this in-game. My friends and I like to play scenarios using MCC and Zeus to create missions on-the-fly rather than create them beforehand in Eden. This allows for spontaneity and overall shorter prep time. However, Zeus currently lacks the ability to edit vehicle appearance in any way. Currently, if I want an offroad with a different camo pattern or a tank with extra armor around the tracks, I have to edit a scenario to include that specific vehicle for the one missions I will use it in. Adding the ability to customize vehicle appearance to Zeus would go a long way in allowing players like myself to enjoy some of these customization options, especially now that some of them actually have function (e.g. supplemental armor around tank tracks). Players had similar complaints after Jets DLC dropped and there was no way to edit the pylons in Zeus, and then that feature was added. It seems like it'd be similarly easy to add this as well. TL;DR We should be able to edit vehicle appearance in Zeus like we do in Eden.
  23. I do understand the use of the Virtual Arsenal. Testing stuff out. Looking through available stuff. But what use is the option for saving / loading loadouts in the vehicle section? I cannot load custom vehicle loadouts as Zeus to make these destinct. There are no vehicle arsenals where i could change the look of my car. Why is there then an option to save my grey Angara if i will never use it in a vanilla setting. Whats the use of it? There should be an option to load specific visual customization either as Zeus or as the player. I think there should be more stuff you should be able to save and customize. But sadly there is not even an option to use the vehicle loadouts.
  24. Latest V1.3: MOD THREAD MOD VERSION WORKSHOP ARMAHOLIC This script enables Curators to see the Frames-per-second of each individual client when playing in multiplayer, or yourself when in SP. 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. Pasting this code into the initPlayerLocal.sqf of any mission should work without a problem.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 on screen. A great tool for mission makers looking to maintain an optimized experience for their players when monitoring their progress in Zeus. DISCLAIMER: The script version is out of date and does not have all the features of the mod. The mod only needs to be downloaded client side and I recommend you use it instead. If you still wish to use the script, or simply see how it runs, it is here at your disposal. ///////////////////////////////////////////////////////// //Paste the following into the initPlayerLocal.sqf file// ///////////////////////////////////////////////////////// ////////////Script Written by DriftingNitro////////////// //////////Help from Commy2, Dedmen, and Dscha//////////// ///////////////////////////////////////////////////////// ///////////////////////////////////////////////////////// //Spawns a thread that will loop for each player and // //output their FPS to the server to be read by the zeus// ///////////////////////////////////////////////////////// [] spawn { while {true} do { player setVariable ["DNI_PlayerFPS", floor diag_fps, true]; sleep 0.1; }; }; ///////////////////////////////////////////////////////// //Waits until curators are initalized in order to check// //if player is zeus to run the fps scripts // ///////////////////////////////////////////////////////// waitUntil { private _hasCurators = (count allcurators) > 0; private _hasInitializedCurators = (count (call BIS_fnc_listCuratorPlayers)) > 0; private _curatorsInitialized = !_hasCurators || _hasInitializedCurators; ((time > 2) || _curatorsInitialized) }; ///////////////////////////////////////////////////////// //If player is a curator it will run the script and each/ //player will have their FPS appear beneath them // ///////////////////////////////////////////////////////// if (player in (call bis_fnc_listcuratorplayers)) then { addMissionEventHandler ["Draw3D", { { _distance = position curatorCamera distance _x; //if zeus camera is farther than 1200 meters away from the targets the text will not display if (_distance < 1200) then { _playerFPS = _x getVariable ["DNI_PlayerFPS",50]; //if the FPS is below 20 it turns red and becomes more visible for zeus to see so they are aware if (_playerFPS <20) then { drawIcon3D [ "",//Path to image displayed near text [1,0,0,0.7],//color of the text using RGBA position _x,//position of the text _x referring to the player in 'allPlayers' 1,//Width 2,//height from position, below 0,//angle format["%1 FPS: %2", name _x, str _playerFPS],//text to be displayed 0,//shadow on text, 0=none,1=shadow,2=outline 0.05,//text size "PuristaMedium",//text font "center"//align text left, right, or center ]; } //if the FPS is above 20 text is smaller and less visible as to not conern zeus as much else { drawIcon3D [ "",//Path to image displayed near text [1,1,1,0.3],//color of the text using RGBA position _x,//position of the text _x referring to the player in 'allPlayers' 1,//Width 2,//height from position, below 0,//angle format["%1 FPS: %2", name _x, str _playerFPS],//text to be displayed 0,//shadow on text, 0=none,1=shadow,2=outline 0.03,//text size "PuristaMedium",//text font "center"//align text left, right, or center ]; }; }; } forEach allPlayers; //Here is the array of units you wish to display the FPS text for, it can be //changed to be an array of specific units or players if you wish }]; }; ///////////////////////////////////////////////////////// /////////////////////End FPS Script////////////////////// /////////////////////////////////////////////////////////
  25. Does anyone have any idea how to use the function "BIS_fnc_isCuratorEditable" to kill curator editable units when they enter a trigger. I am trying to create a restriction zone around my map which kills the player and curator units when they enter the zone but will allow none curator units to pass through (so I can simulate reinforcements entering the region after a certain amount of time). I have been running some tests to get an idea on how the "BIS_fnc_isCuratorEditable" function works. I currently have four triggers around the map which tell me through a hint whether a unit is curator editable or not. I am now trying to work out how to change it from giving me a hint which is either true or false, to killing the unit if true or allow the unit through if false. Something along the lines of... Just can not seem to work it out. Also tried this to no avail...