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Found 160 results

  1. 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/
  2. Achilles

    Achilles 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 Achilles became the de facto successor to Ares at the point the latter was no longer updated.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.
  3. 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 ?
  4. 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.
  5. 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
  6. 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.
  7. 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
  8. Rearming AI

    I can't figure out how to tell units to rearm when i'm in Zeus. How do you re arm units in high command and Zeus?
  9. 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 :
  10. 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..
  11. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 & WindWalking Hello everyone. As you know, the WW AI Menu was one of the first and best AI mods released in the early days of ARMA 3 release. It addressed a lot of issues and shortcomings with the vanilla ARMA commanding system, and packed a lot of handy features including: - Infantry commands such as healing, garrisoning & clearing building, rearming, .... - Vehicle commands such as engine on and off, horn and eject with parachute. - Waypoint system with the ability to assign multiple waypoints to your squad members. - Weapon accessories (silencers, flashlights, ...) - Unsticking units. and .... Read more about the mod: https://forums.bistudio.com/forums/topic/153621-ww-aimenu-complimentary-commands/ Unfortunately, when Windwalking left the community some of the features ended up broken, and due to the community rule forbidding people from taking over and/or changing an author's work without their permission, nobody has stepped up to bring this mod back to life. Until now. I decided to bring this mod back to life in a way that respects the community rule and the author's work. Namely, "patching" the original mod by adding features and fixing broken ones. As a result, you will need the original mod installed for my mod to work. You can activate the menu by pressing Y .If you use the "Y" key for Zeus or anything else you can either change the keybinding for those features (I personally use "Ctrl+Y" for Zeus) or change the keybinding for the menu by navigating to: "OPTIONS > CONTROLS > CONFIGURE ADDONS > (dropdown menu) All-In-One Command Menu". I've also included a userconfig file where you can add support for your mods (if they are not supported already). Currently you can add support for: Resupply vehicles, AT soldiers (used in the rearming script) and the Handgun suppressors. Note that you might need to enable "file patching" for the config file to work (either add the -filepatching commandline or enable it in the launcher parameters). This mod is compatible with other commanding mods (such as C2). Although I don't recommend using both for issuing the same command at the same time (e.g when you use C2 to order your units to mount a vehicle, don't use the same command in this mod, as it may cause conflicts and unforeseen consequences) I also recommend this mod as it makes issuing regular and frequent commands a lot easier: (you may need to change the default keys used by the mod, keys 1, 2, 3 , 4, as these keys are used for switching weapons) Advanced Command System (ACS) All features were tested using the vanilla ARMA vehicles/weapons (including all DLCs up to the time of release), and work as intended. However some features (the most important of which being weapon accessories) may not work in other mods (such as RHS or CUP). Edit: As of version 0.50 Beta most features should work with other mods without issues. If they don't please post your feedback in this thread. Here's a quick overview of what is changed: Unchanged: Fixed/Modified/Removed: Added: Screenshots: Notes: Special thanks to: - @Windwalking for his awesome mod. - @Muzzleflash for helping me with showing objects on the map and also teaching me a lot about scripting. He's one of the best guys on this forum. - @mad_cheese for allowing me to use the "Bounding Box" function used in his legendary mod, C2. - and everyone else who kindly answered all my questions on the forum. Disclaimer: I can't guarantee this mod is completely harmless. Please back up your ARMA 3 directory located in the "Documents" folder (C:\Users\YOUR_PC_NAME\Documents\) prior to using this mod (especially the file *.vars.Arma3Profile and the "saved" folder because they are the only files that may be affected). Multiplayer support is in alpha state and not fully tested yet. Dear Moderators, The current release still uses the scripts from the original version. Also, to avoid some conflicts, I had to rename the global variables. If you think this mod is still not in compliance with forum rules please let me know to come up with a solution (you can PM me or post it here). By installing this patch, the original mod will be disabled (If you want me to leave it enabled please leave a feedback and I'll re-enable it). Download Link (Current Version: v1.2.1): GitHub (always up-to-date) DropBox Armaholic (updates with a slight delay) How to Install: Future Plans: Changelog: Requirements: CBA: http://www.armaholic.com/page.php?id=18767 WW AI Menu by Windwalking: http://www.armaholic.com/page.php?id=22380 Since v1.0.0, WW AI Menu mod is not required anymore. It's because some users reported they had trouble setting up WW AI Menu (mostly because of FilePatching used in WW AI Menu, which complicated things), so I decided not to make it necessary to have this mod. A couple of such reports:
  12. Hello, Im pleased to release the beta of my first mission based on HETMAN NR6 edition. https://steamcommunity.com/id/MACK_MACK_MACK/myworkshopfiles/?appid=107410 There are two versions including a dedicated server compatible version with support for a single headless client as well as a single player version. The headless client is managed via Whertles Headless Script. My aim is using the awesome HETMAN NR6 script to create a real time large scale dynamic battle. Please note my scripting knowledge is virtually non existent and this is my first mission for a dedicated server. I have managed to get it all to work however I suspect there are better methods I could use. Any feedback is appreciated. Please read the description on the workshop page. Best Regards Mack
  13. 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
  14. 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.
  15. 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:
  16. 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:
  17. I'd liked to restrict my arsenal in multiplay so people only can look and wear the certain uniform at uniform tab. how can i restrict them? and if those clothes are too many (like 100) how can i easly manage and restric them. I.e. i want them look and wear only RHS and VSM mod uniform in arsenal.
  18. Weird zeus hud symbols

    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. I am trying to get to the bottom of why not all assets from some mods are made available for a zeus curator when initiated through an in-game script. Note that this is not related to needing to adjust the module to read "all addons including unofficial ones" in the editor. I have a script which creates a curator module and assigns it to the designated player (usually me), and is supposed to add all addons to it. This works fine with almost everything; all vanilla factions are added without fault and almost all downloaded mods. However, for a couple of faction mods, some assets are not being added even when some of them are. While it is usually quite consistent which fail to add, it is not always completely. At first I assumed it was a case of some assets in the mod having scopeCurator set such that this was intended, but even having been into the configs and successfully changed it, it still fails most the time. It also wouldn't explain why on some occasions these assets do get added. Here is the script I have been using to add the curator and configure it in singleplayer: _unit = player; // Exit if unit is already curator if (!isNull (getAssignedCuratorLogic _unit)) exitWith { systemChat format["[Zeus] Logic already assigned to %1, remove it first",name _unit]; }; private _curator = missionNamespace getVariable [format["f_zeusCurator_%1",getPlayerUID _unit],objNull]; // Check curator exists, if not create it if !(isNull _curator) then { format["[Zeus] Curator variable already assigned to %1, reassigning", name _unit] remoteExec ["systemChat",_unit]; unassignCurator _curator; deleteVehicle _curator; sleep 1; } else { //format["No Curator.", _curator] remoteExec ["systemChat",_unit]; unassignCurator _curator; f_var_sideCenter = createCenter sideLogic; format["Creating....", _curator] remoteExec ["systemChat",_unit] }; _var = missionNameSpace getVariable ["l_var_sideLogic","Fail"]; // Create a new curator logic _curator = (createGroup f_var_sideCenter) createUnit ["ModuleCurator_F",[0,0,0],[],0,""]; _curator setVariable ["owner",format["%1",getPlayerUID _unit],true]; _curator setVariable ["showNotification",false,true]; _curator setVariable ["Addons",3,true]; //Set Zeus Vision Modes [_curator, [-1, -2, 0]] call bis_fnc_setcuratorvisionmodes; // Assign the passed unit as curator //_unit assignCurator _curator; _unit assignCurator _curator; private _curator = getAssignedCuratorLogic _unit; systemChat format["Curator: %1", _curator];; if (isNull _curator) then { _curator = _unit; }; // If curator is null or not the correct logic exit with an error message. if (isNull _curator || typeOf _curator != "ModuleCurator_F") exitWith { systemChat format["Failed to resolve curator for %1", _unit]; }; // Decide which addons to add based on passed mode _mode = True; _addons = []; switch (typeName _mode) do { case "ARRAY"; case "STRING": { if (_mode isEqualType "") then { if (_mode == "basic") then { // Load predefined basic modules _mode = ["A3_Data_F","A3_Data_F_Curator","A3_Functions_F_Curator","A3_Misc_F","A3_Modules_F_EPB","A3_Ui_F_Curator","A3_Modules_F_Curator","A3_Modules_F_Curator_Misc","CuratorOnly_Modules_F_Curator_Chemlights","CuratorOnly_Modules_F_Curator_Environment","CuratorOnly_Modules_F_Curator_Flares","CuratorOnly_Modules_F_Curator_Ordnance","CuratorOnly_Modules_F_Curator_Smokeshells","A3_Modules_F_Bootcamp","A3_Modules_F_Bootcamp_Misc"]; } else { // Convert to array _mode = [_mode]; }; }; { if (isClass (configFile >> "cfgPatches" >> _x)) then { _addons pushBack (configName (configFile >> "cfgPatches" >>_x)); }; } forEach _mode; }; case "BOOL": { if (_mode) then { // If true was passed, add all available addons to curator list _cfgPatches = configFile >> "cfgPatches"; for "_i" from 0 to (count _cfgPatches - 1) do { _class = _cfgPatches select _i; if (isClass _class) then { _addons pushBack (configName _class); }; }; } else { removeAllCuratorAddons _curator; }; }; }; // Nothing to add! if (count _addons == 0) exitWith {}; // Remove existing addons removeAllCuratorAddons _curator; _curator addCuratorAddons _addons; systemChat format["[Zeus] Added %1 addons",count _addons]; // Reduce costs for all actions _curator setCuratorWaypointCost 0; { _curator setCuratorCoef [_x,0]; } forEach ["place","edit","delete","destroy","group","synchronize"]; systemChat format["[Zeus] Curator set-up complete for %1.",name _unit]; _unit assignCurator _curator; I have checked my patch file that is supposed to be fixing this to ensure that the vehicles are listed in cfgPatches, and that the assets I am looking for have scopeCurator = 2. I am not getting any error messages other than: This confuses me because I read on a biki page that addons can be added "on the fly" for a curator, and it works despite this error message for most addons. So I'm not entirely sure what to be looking for from here. Pointers appreciated. Cheers, Law
  20. 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:)
  21. 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]; };
  22. 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.
  23. 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
  24. 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...
  25. Enhanced Zeus Gamemaster Created By Curious, Hosted by Requested Everywhere 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 and as this is the case, I will not be allowing a FULL public release until it's out of beta stage and into stable. 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
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