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Found 160 results

  1. JimHawkins

    Looking to join a zeus op?

    Greetings Arma 3 players! My name is Hawkins1999 and recently I have fallen in love with zeus ops. I am looking for players who are down to join in my ops and help me grow in my zeus knowledge. I will be setting up a discord for my ops and look forward to giving you guys great scenarios from halo all the way to zombies and warhammer! Some basic requirements for joining are: 1. you have to be responsible. No trolling ?, dont kill allies for the "fun" of it. Everyone is just trying to have a good time. 2. You have to treat other players with respect. No harassment of any kind. Some table talk is ok but dont take it too far... 3. Your gona need arma 3 Apex as most zeus ops require it for you to be able to join. 4. You must register on the discord with a simple ign, type of player you are, time zone, type registration. 5. Be patient as I dong have much experience zeusing but I know enough and I've taken a hell amount of notes. I will update this when I get the link for the mods needed as well as the discord set up. Stay tuned ETA 5-6 hours for update Update- https://discord.gg/suZAQ4 is my discord. please keep in mind this is just getting started so don't be disappointed if there is nobody in the discord yet. Mods required- Ravage Zombie mod- https://steamcommunity.com/sharedfiles/filedetails/?id=1376636636&searchtext=ravage Halo Operation trebuchet mod- https://www.dropbox.com/s/1u9pm2u85yks19x/OPTRE_HALO_Liru.html?dl=0 Warhammer mod- https://www.dropbox.com/s/9z306fxrdy7y9l4/TSBWarhammer.html?dl=0Updated Task Force Radio video below \/ \/ \/
  2. oOKexOo


    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 Achilles became the de facto successor to Ares at the point the latter was no longer updated.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. White Fox Assault Regiment GENERAL INFORMATION Discord: https://discord.gg/8uNcKed SteamGroup: https://steamcommunity.com/groups/WhiteFoxAssaultRegiment Teamspeak : Email: whitefoxassaultregiment@gmail.com About The Unit The White fox Assault Regiment is a milsim unit showcasing modded, Zeus operated campaign missions based around an Infantry unit but with branches in Recon and Aviation. We are based in both the EU, US with an average of 20 active members attending the main weekly Campaign operation and with around 10-20 attending any mini missions hosted by any of the players who want to run as Zeus for the night. We give new players and old players the same chance to host the mini ops so if you want to play on the ground and as the Zeus then you are more than welcome! We strive to not only set up the foundation for an outstanding Milsim experience but a brotherhood of gamers that can span into a variety of other games outside of Arma. If you like videos such as Liru the Lance Corporal or Karmakut then we aim to provide an excellent mix of the both, providing a true milsim experience whilst maintaining the casual gameplay aspect. No one is required to have 100% attendance, you just let us know when youre free for a mission so we can add you in. Requirements: Working microphone Your own, legal copy of Arma 3 Age requirement of 16+ (younger applicants are subject to moderation) To have a minimum of 20 hours logged in Arma 3 or Arma 2 Must speak English to a passable, coherent level Must have Discord No DLC required! When you join the Discord message either SFC K.Velez or PFC M.Jewsbury and we can set you up
  4. The Zeus Deck Boss mod allows the placement of objects on a carriers fligthdeck. For this you need to add an event handler to the game master object. Add the following line to the game master init box: this addEventHandler ["CuratorObjectPlaced", ttt_curatorcv_fnc_place]; When the Zeus with the eventhandler now places an object on the Freedom, Nimitz or CUP LHD, the object's height will be automatically adjusted. Written by TeTeT, based on an idea by Leshrack. Mirrors: Armaholic: http://www.armaholic.com/page.php?id=33906 PWS: TBD SW: https://steamcommunity.com/sharedfiles/filedetails/?id=1355749908
  5. I made two missions that allow me to see and edit players and models that other Zeus spawn in real time without having to add-editable-objects every time with Achilles. Each Zeus can also see each other's players placed in the editor. To do I simply placed four players, four game master modules, and set each player as the owner of a module - I also put in a respawn point - and it worked. However, when I tried the same thing later for another map, it did not work. Each player was a Zeus but could not collaborate like in the other missions. Also, the Zeus could no longer see their player models placed in the editor. I found a video, and it solved not being able to see the player models but it did not answer the main problem. I also have tried this, but I cannot seem to get it to work. Why can multiple Zeus collaborate in the first two missions I made, but not when I do the same exact thing on other maps? Also, is there a sure way of making a multiple collaborative Zeus mission that works every time?
  6. Weirdly, Zeus cannot spawn the USS Liberty static ship added on the Encore update, it's not even listed on the Static Ships section, only the HMS Proteus shows up. This has been an issue ever since the Encore update hit. Could we get a fix or a reason as to why we cannot spawn it? I'm not even sure if the devs are aware of this issue.
  7. Echelon International | Authentic Real World Operations Echelon International [IIIE] is a collection of like-minded individuals who are looking for a compact, tightly knit community of experienced players who wish to simulate real world operations in a variety of settings. About Us: -Echelon has no formal sign-up process, no ranks and very few rules outside of the game. We have thick skin, so if you're offended easily and can't handle a little banter, we're probably not the unit for you. -We play cooperative (PVE) and adversarial (PVP) Zeus missions and community scenarios hosted by community members and overseen by military veterans. -The mods we use on the server are mostly focused on expanding the feature set and content of Arma 3. Our entire mod pack can be found on the Arma 3 Steam Workshop. -We play operations 7 days a week. This is depending on our member's schedules, however we often fit in at least a few operations a day taking place throughout the day. Requirements: -We are looking to play with respectful, patient members who we can drink and have a laugh with. -We don't want strangers, we ask members to be social and contribute in their own way. Administrator positions are on a volunteer basis. -Players must be easy going, know when to be serious, and be willing to learn new tactics and procedures used by Echelon International operators in order to be successful. -Members must have a functioning microphone and use it during all operations. Join Us: Would you like to know more? Join the Discord Server for more information. Join us on our Bohemia Interactive Unit Page to use our identifier during operations.
  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. Hello, I am working on a mission and having some difficulty: some time into the mission, every player who has a zeus slot assigned will find their game crashes with the following: 0xc000005 STATUS_ACCESS_VIOLATION I'm kind of at my wit's end trying to debug this issue, as it makes administering the mission a bit problematic if the admin users are being kicked every 20 minutes or so. The mission begins fine, but as units spawn and the player count rises, the odds of the kick happening increase. The interesting thing is it doesn't isolate some users: it's all users that have a zeus module assigned. My initial approach was the dynamically create zeus modules and assign admin users to them, but then I went back to a standard pre-placed module approach, with UIDs as the assignment, to see if that was the issue. Both methods produce the same results. In the .rpt, we get the following: 2018/12/19, 21:11:01 Client Username - client's ticket has become invalid. Code: 6 2018/12/19, 21:11:01 NetServer: cannot find channel #264769362, users.card=45 2018/12/19, 21:11:01 Message not sent - error 0, message ID = ffffffff, to 264769362 (Username) and that happens every second until every Zeus user has crashed. I've tried to be very efficient in the coding of the mission, but there are some loops that run for various reasons. I've used diag_tickTime to clock how some of the longer scripts are performing, and nothing goes over 0.52ms... there were probably around 300 units running in the mission at the time. Any ideas, or suggestions of what to check? I'm at a loss. - Ryko
  10. 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/
  11. 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 ?
  12. DyingWhisper

    Zeus wont activate

    Whenever I go ingame to try zeus it does not work. I have mods loaded, including achilles, but when i hit Y it does not load the zeus interface. I have two Gamemaster modules on the map, one owner is set to #adminLogged and the other to owner zeus, and i have a playable character whos role description and variable name is zeus. The map im using is G.O.S N'ziwasogo.
  13. 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
  14. 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.
  15. Emazz

    Call Of Arma 3

    Crew Expendable First mission of CallOfArma3 (cod4recreated) campain I recreated a merchant ship all whit static obj ( 5/6 hours) and more hours for a decor ship . But I'm really satisfied with the result , I await your feedback and criticism . =) You need a great Zeus or you cant play it Zeus task: You have 2 video to start by consolExc " play = ["videos\primo.ogv"] spawn BIS_fnc_PlayVideo; " for briefing and " play = ["videos\ultimo.ogv"] spawn BIS_fnc_PlayVideo; " for last part of mission You need to place a Document inside a radioactive container Put contact whit animation inside the first building More mission incoming stay tune https://steamcommunity.com/sharedfiles/filedetails/?id=1572979367
  16. sprucewaine

    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?
  17. 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..
  18. 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:
  19. 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
  20. jake maisy

    Maisy's Mil Sim

    would any want to join my mil sim group i am creating? i have a server and we plan on doing zeus made missions, and campaigns on the weekends, we are scheduled to launch this coming Saturday and really need players, theirs no recruitment atm we are looking for players that just want to have a good time and enjoy aspects that Arma 3 offers that a lot of players dont get access to, there are no time requirements or skill requirements, We do plan on being realistic and structured but at a its a video game and we are going to make sure we have fun kinda view. discord with more information https://discord.gg/Wx3vQw4
  21. Dwarfakiin

    KP Liberation Zeus control

    Alright, so... I'm having general issues with the AI of this game, and I highly doubt it's because of the actual AI, since enemy AI seems to be more than capable of doing exactly what I'd like to do... such as move. So for those of you unfamiliar with KP Liberation, you control your forces using Zeus, which is a fantastic idea. You can't edit any troops, and you can't even interact with enemy forces, but for some reason, whenever I am using the AI, they always do the most ridiculous things you've ever seen, worst part is they generally do this during combat. I'll list my issues below, and if anyone has any kind of fix for these issues, please please please! let me know. - AI getting into a vehicle then instantly dismounting, then repeating the cycle, sometimes even when I haven't told them to get in a vehicle. They seem to do this mostly whenever they're in combat, as when I set them to safe, they (most of the time) work fine and get in their respective vehicles, but of course if I'm using something like a Gorgon or Marshall, where the intent is to keep them in these vehicles to transport them safely, and so they can make use of the fire power they have, it generally isn't helpful when the gunner is playing musical chairs. - AI sometimes having incredible detection range, and other times having god awful detection. So this one is really annoying, I find that sometimes, we'll say for instance in a MBT, the AI will start engaging from 1 - 1.5KM, which would be fantastic if the liberation mode didn't penalize you for destroying buildings, which the MBTs seem to be adept at from long ranges. However by far the worst side of this, is when a enemy tank is maybe 100m away and is firing at my allied tank, and yet my tank doesn't seem to care about it, it just sits there and ignores it, even my AT soliders that accompany my MBTs seem to ingore the tank until it has completely decimated my tank. - So this one is kinda hard to explain, but it is an issue I'm dealing with right this second, at the same time as dealing with the first issue. My AI for whatever reason, are considering the OPFOR MBT which is about 2.5KM away a major threat, and they are gunning for it constantly, even though I am telling them to go the opposite direction, as I am trying to mount an offensive and don't fancy them going in one by one. Often times when I have this issue, the AI make things even more frustrating by exiting their very expensive vehicles and just walking, which causes me to lose the vehicle aswell. There's also the matter of when I do actually want my troops to move in, they seem to get wet feet and decide they aren't paid enough for this, because they start sprinting in the other direction, funnily enough, often to get in a vehicle. I can somewhat mitigate the fact they're trying to get in vehicles by just giving them 100-200m between each move marker, but it doesn't always work. For some reason they seem to think it's alot easier to run 2km down the road to grab a HEMTT from my FOB, than it is to walk 400m forward (and yes, I've had them try a frontal assault with HEMTTs and even an unarmed Huron before, where they flew over and just hovered there for about 20 seconds before the pilot died, killing all on board) - Lastly, the AI are just all round awful. Their Pathing doesn't seem to work half the time, they often don't take cover, sometimes they'll throw grenades at technicals and APCs but won't use the AT Launcher on their backs and they'll occasionally spread themselves so thin, that they can easily be picked off without the rest of the team ever knowing where the fire is coming from. Oh there's also the fact that putting AI in control of vehicles seems to be an all round terrible idea since they seem to love to travel 130mph head first into the nearest building. Sorry for so much reading, but the AI in this game are so infuriating at times (Anything past this is kinda a rant so y'know, read ahead if you wish) They really do ruin the game for me, as they make life so difficult when you have to command them and such. It'd be nice just for once to spend 10 mins on setting up my team and getting to the AO which would require an hour to take, rather than it being the other way around. I know the AI in this game can at times be amazing, truly amazing. But it only ever seems to happen every once in a blue moon, the rest of the time you're spent watching them run each other over in apparent fits of friendly fire and rage. I really do hope that if we get an ArmA 4, the AI will be significantly improved because they're supposed to be special forces, not "special" forces. I'll admit, at times I do get a slight giggle out of the stuff they do, like one time when one of my MBTs just mowed down a troop of enemy soliders because they decided to stand infront of it when it was traveling at top speed, but most of the time it's just frustrating and annoying. Not to mention that there's been alot of times when I've made a convoy of some kind, sent them on their way, and then as I'm catching up to them, I'm finding either completely destroyed prowlers and hunters, or just vehicles that had difficulty getting round a corner and decided "Oh well, they're too far ahead now, might aswell just sit here and wait for them to come back" meanwhile the convoy leader is just sat there thinking "Yeah I'm sure they'll catch up" little bloody deserters. Most of the time when I bring it up with anyone about the AI, they're always saying "Well that's why you play with players" but unfortunately I don't have 16 friends I can use to fill in my Huron, so I guess the amazingly stupid AI has to fill in the gaps. The weirdest part for me is that all of these issues seem to go if the soliders I'm using are in my own squad, and are ordered the normal way rather than by Zeus, which is odd since I originally thought that Zeus would have far more control than the normal squad system ever could. Anyways, rant over, if you can help with any of this they please dear god do, it'd make my life so much easier and I would greatly appreciate it, and thank you so much for taking the time to read all of this, I am very grateful.
  22. 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:
  23. erikcz-f05fb571f456ccac

    How do i set prices of addon vehicles for zeus

    Hello, so ive spent a lot of time playing arma with my friend on my own created server with custom zeus vs zeus mode (we play with addons for russian and USA vehicles and soldiers, Russia vs USA) and we want to play with prices of soldiers so the other army cant cheat, and I tried for 30 mins searching google and trying to set up this mode on 1 zeus, but when I open zeus as game master, there is just drones section for russia NPC, and I cant even afford it cause prices with addons are bit bugged or arent set. Please help me, if you dont understand me, tell me, I try to explain more. Here is video of what im talking about, cause my english is bad:
  24. 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.
  25. xXoptic_loomyfag69Xx

    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?