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Found 143 results

  1. 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.
  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. 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
  4. 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...
  5. 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
  6. So thanks to Commy on Arma 3 Discord, we have finally been able to fix the issue whereby Zeus would not show some of our units, objects or buildings Here's how to ensure your items show up in Zeus 1. make sure each item has scope = 2; scopecurator =2; 2. make sure in the cfgpatches class, units[] has a full set of working classes listed with no mistakes/ scope 0 objects, or incorrect classnames - see example 3. if vehicle has scopeCurator = 2 & is present in cfgPatches but crew is scope = 1; or scopeCurator = 0 or not present in cfgPatches or crew = ""; or the crew pbo is not preloaded, then the whole vehicle is not visible in zeus. 4. make sure your cfgpatches class name is in preloadaddons list[] in cfgaddons. The downside to preloading all of your addons, is that it uses a lot of RAM. So choose the best set of mods that you really need for Zeus. Beware in more complex mod packs, you might have multiple instances of cfgaddons throughout your config family. In this case, if you accidentally duplicate a class of cfgpatches in your list[] array, the entire list in that instance of cfgaddons will fail to load in Zeus. For this reason I recommend having only one cfgaddons class in your mod, with a full list of your correct cfgpatches classnames in the list, OR only have one cfgpatches entry in your list and have one cfgaddons class containing that list in each of your pbo /addons. So distributed or centralised, but don't mix the two approaches. You can use configviewer to browse cfgaddons to see which classes are loaded In the example below, all of our cfgpatches classes are listed in one single central list in class cfgaddons { class preloadaddons {class unsung { list[]= {etc}; }; };}; and that's it! simple. demo example of the distributed way of doing it, (as opposed to the equally valid centralised way shown above in config editor) class CfgPatches { class UNS_Buildings { units[] = { "LAND_UNS_Hootch" }; }; }; class CfgAddons { class PreloadAddons { class UNS_Buildings { list[] = { "UNS_Buildings" }; }; }; }; class CfgVehicles { class House; class LAND_UNS_Hootch: House { scope = 2; scopeCurator = 2; vehicleClass = "aa_uns_buildings_W"; editorSubcategory = "aa_uns_buildings_W"; editorCategory = "UNS_All_Obj"; displayName = "Hootch"; //etc }; };
  7. Me and my friends frequently host servers to play with eachother. Me and one of my other friends often get stuck on the loading when playing, especially when playing on a server that isn't mine or on zeus. For the most part I'm an actual chracter in game still in the loading screen, so my character will go off when he 'sees' contacts and can be killed, while still in the loading screen.
  8. 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
  9. _inf = "((configName _x) isKindOf 'rhsusf_infantry_usmc_base')" configClasses (configFile >> "CfgVehicles"); costs = []; publicVariable "costs"; {costs = costs + [getText (_x >> 'displayName'),0.001]}forEach _inf; [ myCurator, costs] call BIS_fnc_curatorObjectRegisteredTable; I know 'displayName' isn't right, this was just my last attempt at it before giving up. How do i make it so that it doesn't return the whole path to the config entry? I still hate this method of registering costs to curator objects as now it will be a flat rate for what ever category of isKingOf a mod will have. side note- I wish i could use the default costs that account for the units equipment, But still easily white list the entries that i want the curator to be able to spawn using mod config paths. Makes it so much easier than having to do everything by hand, also allows a ton of customization as eventually it would be cool to make your Zeus faction select able, and have it automatically get all the units for it.
  10. Hi, I recently started to get addicted to Zeus missions and I'm currently working on a second mission for my friends. However this mission is a Campaign. I want to "recreate" the Arma Cold War Assault: Resistance campaign. The Idea is: The players would be spawned in as civilians, each with a different profession for instance, Mechanic, Motorcrosser, Doctor, Chemistry Teacher, etc. Their loadout being matched to that profession. Shorty after the players spawned they will get a radio message signalling the start of the russian invasion into Nogova and they'll have to find the Resistance and support it. They are supposed to recruit civilians, find weapons and ammo and claim vehicles and eventually turn into resistance commanders with the forces they gathered. Now I can deal with the recruits they get and the vehicles they find but I still need a solution for their personal loadout that needs to get saved between missions and a solution to keep all the items they find and store in crates. The problem is I want to keep editing the mission in the editor so I can plan the next mission, enemy moves, etc, etc. But I need to know what my players collected in the crates and on their own loadouts. Maybe there is some way to save the mission while it is in progres or when it ends and to then edit that mission in the editor with every loadout and container inventory saved? I do not want to use arsenal since I know my players and they WILL take weapons and items that are not related to the mission. Also I'm not a scripter. I do understand a few little things but I cannot write a simple script without help. Just so you guys know my level. Thanks in advance.
  11. This is my Create FOB function. If you replace the event handler with removeAllCuratorEditingAreas, it will work. I want to make it where you can place as many HQs as you want, But when they get destroyed so goes the editing area around it. Spent like 4 hours trying to figure it out . My first attempt i just made a _EA variable, but i wasn't sure if it was storing the code or the actual number, And if that number would stay with the event handler or change when the event handler fired, but then this attempt confirms that it wouldn't of worked anyway. I know {} is code, and () is number, but it was still confusing as what if you recalled the function, would previous eventhandlers change? HNK_createFOB = { params ["_veh"]; _vehPos = getPos _veh; deleteVehicle _veh; _HQ = HQClass createVehicle _vehPos; myCurator addCuratorEditableObjects [[_HQ],true]; _HQ setVariable ["_EA",((count curatorEditingArea myCurator) + 1)]; myCurator addCuratorEditingArea [(_HQ getVariable "_EA"),position _HQ,100]; _HQ addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; myCurator removeCuratorEditingArea (_HQ getVariable "_EA"); }];};
  12. 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?
  13. I dont know why but everytime I run this script and I'm in zeus interface, it kicks me out of the interface and does not let me get in again. I'm loggin in to the zeus interface via #adminLogged. script: { if (typeOf _x == "B_Boat_Transport_01_F" || (!alive _x) ) then { deleteVehicle _x; }; } forEach entities [[], [], false, false]; Hope someone can help me, because the script does what i want it to do but it keeps doing this annoying kicking
  14. Command Channel in Zeus?

    Hello! First off, apologies for not posting in the 'ZEUS' Forums. These seem to be very in-active though, so I thought it would be a better idea to post in the Main Board. Since I am doing a small Mission with some Friends on a Public Community Zeus Server (the Official ones made by Bohemia Interactive), I had some questions, to let it work 'fine'. 1) Is Zeus capable of communicating with Squad Leaders in the AO via Command Channel, so that only Squad Leaders can hear you, or does it not work? 2) When I control AI, can I atleast talk to other Players in Direct Chat / Channel, and not in Side? 3) Is there any good way to make a 'Zone', like, a Zone on the Map, with a red texture over it or such. I think that's all. Apologies yet again for posting on the wrong board, I hope you guys won't mind! Anyways, have a great day, and thanks for any support you can give me!
  15. Hello, I am modifying curator interface, and I've run into a problem with AI following waypoints. The curator interface has only friendly units editable. Enemy units are rendered through my script separatedly so they can't be manipulated. To reinvent the functionality of "right-pressing" the enemy units with mouse to attack them, I am using CuratorWaypointPlaced event handler. I tried to modify waypoint passed from event handler, I tried to create new one and set it to waypointType "DESTROY" and delete the passed one. And I tried to set the one event handler gave me. AI just refuses to behave correctly as in vanilla zeus interface What am I trying to do: - Recreate the RMB behaviour in curator interface - Make AI move to and attack units at "DESTROY" waypoint What is actually happening: [when waypoint is attached to enemy] AI just stands on place nothing is happening, except the AI seems to guard more the direction to it's waypoint attached waypoints are offset to units they are attached to even several meters. (the position is different) sometimes attachWaypointVehicle attaches waypoint to nearby objects instead to enemy unit (but waypointAttachedVehicle still returns enemy unit) [when waypoint is spatial on ground] AI moves to position, sometimes attacking the enemy usually doing weird sh** on the way. when friendly units are too close to waypoint, unit may start killing nearby friendly units (nearby to waypoint) instead of enemy sometimes the waypoint survives for about 5 seconds before disappearing (maybe false completion?) when forced waypoint position by setWaypointPosition to position identical to enemy unit, sometimes the waypoint refuses and jumps to a nearby position What vanilla zeus does when creating a waypoint: Type: "DESTROY" Behaviour: "COMBAT" Position: under interface cursor it doesn't attach the waypoint to units, only sets position, type and behaviour. When I do the exact same, my AI's refuses to work properly (identical to vanilla zeus) //Event Hadler: When zeus places a waypoint (context: added when pressed RMB while hovering over an enemy unit - attack order) eh_waypointModifier = zeusModule addEventHandler ["CuratorWaypointPlaced", { params ["","_group","_waypointID"]; //Waypoint created by curator interface _wp = [_group,_waypointID]; //Waypoint array _group reveal cw_var_unitToAttack; //Revealing the enemy to ordered group (not helping) _wp setWaypointType "DESTROY"; //Sets the waypoint as "DESTROY" so AI would know it is going to attack something (Curator interface does the same) //AI usually moves towards the target, sometimes it does nothing. But it won't attack the enemy. //** Method 1 ** _wp setWaypointBehaviour "COMBAT"; //Makes the AI move towards the waypoint more reliably (Curator interface does the same) //AI moves towards the target tacticaly, it sometimes even engages against the enemy. //** Method 2 ** _wp setWaypointPosition [(position cw_var_unitToAttack),0]; //Sets the position of the waypoint so spatial DESTROY can find it's actual target more easily - does quite the opposite //AI usually stays on position //** Method 3 ** //Variable 'sys_unitToAttack' set by logic calling this EH _wp waypointAttachVehicle sys_unitToAttack; //Attaches the waypoint to the enemy unit - actually attaches the waypoint several meters away from unit, sometimes to different object (waypointAttachedVehicle still returns sys_unitToAttack) //AI usually moves towards the target, but won't attack //** Method 4 ** deleteWaypoint _wp; //Removes the waypoint created by curator interface _wp = _group addWaypoint [position sys_unitToAttack, 0]; //Creates a whole new waypoint on enemy's position _group setCurrentWaypoint _wp; //Sets the new waypoint as current so AI can't be confused which waypoint to use //AI just stands on place doing nothing. zeusModule removeEventHandler ["CuratorWaypointPlaced",eh_waypointModifier]; //Not needed anymore sys_unitToAttack = nil; //Not needed anymore }]; I've spend at least 7 hours figuring this nonsense out and trying several AI hacks. I want to have my scenario addon-free, just working with vanilla, so any mods are not usable to me. Only scripting hacks. This is not really a request for help. It is a request for someone from dev-team to give me some insight on how zeus waypoints works so I can successfuly and reliably replicate. Thx.
  16. Dead Player Base

    Hello there! Ever since I bought Arma 3 many years ago I have fallen in love with the game. As of the recent DLC Tanks, I’m sure you all have been given a ton of flak for some of the decisions made but I would like to voice my concern as well and give some light on what the players are saying. As you know, in the past Public Zeus has been extremely popular up until the update which has removed the much loved debug console. I understand the reason for its removal was because of abuse from players but the advantages far outweigh the liabilities. Many of us, myself included, are very familiar with the console commands and most of us use the console to make the missions so much more immersive as the game was meant for. The console allows the Zeus and the admin to work together to make some of the most amazing missions I have ever been apart of. Again, the abuse of the console was a serious issue. However, Most of the bans that players received were due to those players ruining the mission for everyone else. Additionally the server bans that I issued were only for players who were being ugly to everyone else and again sabotaging the mission for no reason. Despite the fact it was a server ban, regardless of the commands issued through the console, once the mission was restarted, all console effects, no matter what they consisted of, were lifted and deleted, making the server brand new again. I am mostly composing this message to ask you all to bring the console back to us as the public Zeus servers are now desolate without it. Additionally now that the console is gone, there is now way to remove players apart from the kick feature given to the admin which still allows them to return as much as they want. This became a major issue when the offending players continued joining back non-stop and eventually ruining the mission weather it be join under a different name to disguise themselves or just joining so many times the admin was through dealing with it. Players who are just there to ruin missions are a major issue for us and the console allows us to deal with them and keep the mission fun for everyone else who is just here to play the game. I ask that you take my post into consideration and return the console to us so we can make public Zeus a fantastic mission making game mode that it used to be! Thanks, Loyal Arma 3 Player
  17. Zeus Add On Issues

    I have been having quite a few issues with the Zeus Interface. When I first load into the mission from the start, everything loads OK and all addons are available to be placed by Zeus. However when I save & exit and resume the mission, non of the addons show in the Zeus interface... Can anybody help me with this? Getting really annoying.
  18. Hello, Just wondering if it would be possible to have the trigger effect from eden, and take that into zeus. I'm just coming up with ideas at the moment, but plan to impliment something to show a trigger's to the zeus locally. - Curious
  19. I am looking to see if there is a way to assign Zeus created units to an active player. Sure I can spawn units in on their side set way points etc and support them, but the point here is to give the players extra units to keep the battle rolling and allow them a degree of command over sections (Or via even High Command) I did search quite a bit and perhaps I phrasing the request wrong but I could not find anything that could facilitate this. I do however suspect it is not possible. (at least for now) Any help/pointers would be gladly received.
  20. I've just started getting into Zeus and Eden Editor to make missions and stuff. I can't find out anywhere how to make templates and then put them on the server to play them, or at least make templates on the server so I can save it for later or reuse it. Please reply with an answer as to how I can save/load templates on to servers to set up Zeus missions easier. As well as how to make a template in singleplayer, then load it on the server. Thanks.
  21. Just Another Gaming Community About Us We are a community that started as a Dutch Arma group but are looking to expand with players from all over Europe. Our gameplay is casual milsim with a focus on a fun and exciting co-op experience with the use of everyone's favorite weapons and vehicles. We currently have a focus on infantry missions, but are looking to expand to the use of heavy vehicles and air support. The main event is every friday evening at 20:30 CEST, a Zeus builds and guides the mission. We play a campaign per month, meaning for 1 month we play on the same map with the same faction. Mod list We use Steam for our Mod lists, to make sure it's easy to use and keep updated. Some of the mods we use are: ACE3 CUP TFR SMA Events Every Friday 20:30 until 23:00 CEST Every other Saturday 20:30 till 23:00 CEST. Focus on infantry combat. Zeus builds the missions. No training required. Requirements At least 16 years old. Working microphone. Willing to learn and play different roles. Use of Teamspeak and Task Force Radio. A good sense of cooperation with other players. Maturity. A basic understanding of Arma and its use of mods. Interested? Visit www.jagc.nl and fill in the recruitment form. We will contact you on steam. [Discord] https://discordapp.com/invite/w6KBkKz [Teamspeak] http://invite.teamspeak.com/ts.jagc.nl/ [Arma Unit] https://units.arma3.com/unit/jagc [Mod List] https://steamcommunity.com/groups/JAGC/discussions/0/2381701715732897013/
  22. 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 :
  23. Since, as far as I am Aware of, ArmA 3 Admin Debug Console has been deactivated for every Public Community Server, People who actually take the time to do Public Zeus, are in a pretty bad Situation right now. With the Debug Console disabled, many Things are missing. That would be, and just some of them: No ability to let Units surrender anymore. No Virtual Arsenals (the ones where you don't have to manually select everything) Many more Modules missing. Look, I understand that the Debug Console got abused heavily by some People. But I don't want it back. I want a massive update to Zeus, perhaps fully integrating the Ares/Achilles Mod (unsure which one is better, I usually only Public Zeus), but from what I've seen in Videos and such (and also a personal test some time ago, with one of them), which was so much easier, and so much more fun to use. Look BI, I'm unsure if you'll read this thread, or even do anything. But if you do, me and many other Public Zeus would love you. It would also make potential entry for new guys, when they join a Zeus Server as Infantry, way more fluid, and easier to understand. Adding all this would definetly also make Public Zeus more popular. So if you would do so, probably think of adding a few more Servers, so there is actually a Chance for People to make Scenarios. Also please, just add everything from the Ares / Achilles Mod, if it is in your own Code, or if you just take it from the Workshop. Or atleast add the good modules to it, stuff like adding your own compositions, both in AI and Buildings etc.
  24. Debug console

    Hey, I've been gone for a long time and I can't find the Zeus debug console when playing in the public Zeus slot. I am already a voted admin in the public Zeus server but there is no debug console when I hit ESC, even if I have Admin Debug Console enabled in parameters. How do I fix that?
  25. Hey all, I’m looking for some guidance in developing a few different fire support modules that could be placed in either the editor or in Zeus. Does anyone have any links to previous work completed by people, or any idea the path to find the BI versions?