Thanks! I used this tutorial to set up a 4 player multiplayer zeus only mission. Great for messing around with friends in a private lobby. In-case you're wondering, I went to Modules, then there's a tab called "Logic Entities", then I went to "Virtual Entities" and placed down one Zeus object for each team (including Civilian) and it worked just fine. These Zeus entities will replace any unit you place down, making anyone who is Zeus invincible preventing them from dying and causing problems.
Awesome this video helped a bunch. The set costs stuff has changed but it was easy enough to work out. I was trying to make a zeus map that was compatible with all my mods and this helped me do it. Thanks a lot!
Yery good my friend. I searched hard for an ingame Zeus option (for a tactical Server) and you explained it easy (I'm from germany and I could understand quite everything fine). Thank you!
I tried the first method and it didn't work for me. I added a playable BLUfor officer, a Game Master module, set the officer's unit name to zeus1 and added the same to the Owner field of the GM module, but after I start the game, I can only see the officer as a normal playable unit in the Blu side
I'm trying to add zeus to my wasteland but want it just for me only if i go to modules add zeus then game master add my player uid load into the game it cant join it, It's giving me error and wont even allow me to join the server what am i doing wrong
I've been trying to get the set camera pos working with my virtual entity zeus but it's as if it wasn't there despite syncing it to the same module you showed. Do I have to have something in the init field as seen in the video? TIA
The entry to the init field of the camera position module in this video is simple a command to elevate the position of the module, nothing that is necessary for the function of the module. I do have a video detailing the module itself and how to use it - ARMA 3 Zeus - Add camera area module If you are still having issues after that video feel free to message me and I'll see if I can help you figure out the issue.
The Set General Object Cost module has been replaced by the Set Object Cost module as well as the Set Unit Cost module. They basically split the functions between a few other modules so for each function that you wish to setup a cost value for you will need to place the module that handles it. I'll create a tutorial for either just the cost modules or I'll create an updated Zeus setup tutorial in general.
Hello! First, Thanks for a great tutorial. Second, an issue i'm having consists of the following: Units placed in map editor mode don't show up in the Zeus HUD, hence i can't control them using Zeus. I was wondering if you had a fix for this. Thanks Banjo!
Thanks, and as far as your issue goes you can synchronize an addeditableObjects module to the group leaders (or all units) and other units you have placed in the editor that you wish to have Zeus control over and synchronize the module to your Zeus gameMaster module. I think I'll probably throw together a video demonstrating this in any event sometime when I find the time this weekend.
+JuggernautProducts Empty and gamelogic categories will not appear until a playable unit has been placed on the map, try placing any player unit and then the game logic should appear in the unit lists. If for whatever reason you find a need for a mission without playable units but you need the gamelogic then simply delete the player unit after the fact.
Hey man, thank you for your extraordinary tutorials. I just started doing some mission editing for the first time, my goal is to have a Zeus coop mission with Task Force Radio. If I try to create a mission with Zeus as a playable unit, I come across an issue: if I choose Game Master in the lobby and try to connect, it just tells me to wait for Zeus to create a respawn. You happen to know if there's a way for the curator to have an inventory for the radio?
Running Zeus with task force radio shouldn't be an issue, the group I play with did a mission with zeus and we use task force radio all the time. In regards to your mission, is the curator an ingame unit or a virtual entity? Setting the owner field of the game master module to a units name, admin vote, or other means of setting ownership would allow the listed unit to use the Zeus system as well as any ingame items (including radios). Now if you wanted a virtual curator unit to posses a radio, I would probably need to look into that further.
pickinthatbanjo Both curators are virtual entities for now, because I have not figured out how to make the ingame unit version of Zeus to work. If I try to run my mission on a dedicated server with Zeus as an ingame unit, I can't start the mission because I'll just get the "waiting for Zeus to create a respawn" even if I joined the mission as Zeus. Obviously I'm doing something wrong, but I haven't figured out what. Anyways, what I'm trying to achieve is that Zeus would possessthe squad radio so he can communicate with squad leaders to brief etc. If this could be done as a virtual entity, that would be ideal.
pickinthatbanjo Both curators are virtual entities for now, because I have not figured out how to make the ingame unit version of Zeus to work. If I try to run my mission on a dedicated server with Zeus as an ingame unit, I can't start the mission because I'll just get the "waiting for Zeus to create a respawn" even if I joined the mission as Zeus. Obviously I'm doing something wrong, but I haven't figured out what. Anyways, what I'm trying to achieve is that Zeus would possessthe squad radio so he can communicate with squad leaders to brief etc. If this could be done as a virtual entity, that would be ideal.
Setting the ownership of the Zeus game master should be enough to get it to work with the named unit as curator, although that is not the first time I've heard of someone having difficulty while running the system in multiplayer. One possibility is mod incompatibility. We noticed back on the Zeus release that the mod pack we run with the group broke the Zeus system, I'd imagine other mods would have the possibility to do the same thing. I would try setting up the mission without using any mods and see if you still end up with the same problem. In regards to the virtual entity as the Zeus curator, it's something that I will need to look into as I just have not really messed around with it all that much yet. I've heard more problems about it than I've heard successful use of it, so I will need to look into the proper setup of the virtual entities.
pickinthatbanjo I'm only running CBA and TFR. I also tried running the wound/revive script from one of your tutorials, but it had no effect on how units were damaged. Might be fided with some settings, but I'm a newbie. Thank yoy for your time, and if you figure out the virtual entity carrying a radio, I'll be expecting another excellent tutorial video ;)
You are going to have to go into more detail for me to have a better idea as to what happened. What game logic did you use and what exactly did you use it for? The Zeus curator system is module based, certain aspects of it use different game logic for a variety of purposes but I have no idea as to what you were setting up using game logic.
In editor when i place soldier and syncronize him with zeus module and when i click PREVIEW it says: No entry "config.bin/CfgPatches.a3_missions_f_bootcamp". How to fix this?
Placing a unit and synchronizing the zues gamemaster module will result in a no curator error, the Gamemaster module needs to have an owner defined so be sure to name the unit with the same name you define in the gamemaster module. Since Zeus is setup to work properly once an owner is defined preview the mission and see if the problem persists, if so than disable any mods you are running and make sure to use the stable build rather than Dev build to see if there is a mod conflict causing the issue.
Shot in the dark here, but do you (or anyone) know how to change resource costs in a specific zone/area only? Im trying to disable Zeus from being able to Fire Support an area (would be too OP if they could.) Thanks!
Sorry but it's been a long while since I've messed with Zues, as I recall though it was just a matter of setting yourself as curator and pressing the binding to ping Zues
The cost modules have been updated rather recently. There are now a series of cost modules that define the costs for a variety of different options which I plan to go over sometime soon.
Alexandros Mirza That really is the only step to setting up basic Zues function, most functions will be missing but you should still be able to place units through the Curator interface then. I'm busy today but when I am free this evening I'll see if anything has changed with the Zues system
I can't find the zeus interaction key... in the field manual it says Y, but it wont work. In controlls i cant find this option. Does any1 know what to do? :D I want to use my zeus in the editor.
I would like to be able to play with a small squad of friends but ALSO be zeus so that I can curate and evolve the mission as we go. and Also so I can play the role of command (for support element requests) - is there a feature so that if I jump into Zeus mode, or take control of an enemy player that my original character will continue with the squad controlled by Ai? - so they don't just stand still and then I have to catch up, or so that the squad is down a man. trying to make it less obvious that Zeus is active
How is it the same at all? He wondered how to get his player unit to be controlled by the AI while he is using the Zeus curator system with player control being returned upon exiting the Zeus system.
PLEASE how do you save? video response or make a video please pleaase help mad a test/ firingrange and tried to find out how to save and it all went plesae help i can't be the only one. Right?
Tomthor If you are asking how to save a scenario in the mission editor than simply select the save option from the upper left hand side of the screen, it is displayed as a disk icon.
+Tomthor If you download a mod called "MCC Sandbox," you can use the function to "save all to SQM." You can then go to Documents>Arma3>Missions>"NameOfYourMission" then, edit it with Notepad ++ and paste your SQM stuff over what was there before.
Max value is 1, here is a line from the wiki page regarding cost - " The cost is applied when performing actions like placing, editing or deleting. It affects curator's resources - points - which are in range from 0 (no points) to 1 (full points; can't be larger than this value)"
I imagine you are referring to the module menu correct? (F7 key). If that is the case, than you are most likely not running the current development build. By right clicking your arma 3 selection in your steam library you will have the option to select properties, from there select the Betas tab, and select the "development - Development Build" option form the drop down tab, your ARMA 3 installation will reinstall and once you start the editor up again you should have the options for the Zeus modules. (Be sure to message me if it does not work and I'll see if I can get you sorted out)
That mission file is sure to be invalid by now since it was completed using the early dev build release of Zeus. Although if I recreate the mission file I will provide a link to the example mission.
I have tried wasteland but I haven't tried using Zeus while playing it. This could be due to come script conflicting with the Zeus system itself though I'm not sure as I haven't seen that issue as of yet. Are you the only person that is affecting in this way or do others experience it as well?
In future videos it may be useful to viewers if you slow down a bit so we can follow along as you're doing things. I'm doing okay pausing after you say something but a bit of spacing would certainly be appreciated.
I think I set mine up wrong, I want Zeus seperate and not controlled by a player, when I set mine up it works in the editor, but when I save the file and then launch a multiplayer server with it Im an invisible man running around stuck in the ground
pickinthatbanjo no, I just want Zeus as a separate player, not controlled by a squad player, like via the virtual entities, which I did, but it doesn't work
Airsoftinmaryland I'll look into it when I throw together an updated tutorial since this tutorial was done back in the early development build of Zeus. Although I wouldn't be surprised if it was a bug since I noticed an equally problematic issue when setting up a seize game mode a while back. Also if you provide a link to the .pbo file for the mission I will be able to take a look at the problem myself and could have a better idea as to the issue.
Sure I can do that for you steamcommunity.com/sharedfiles/filedetails/?id=249838497 you should be able to subscribe and then find the pbo file in your documents, I really appreciate you taking the time to do this. You will be able to use zeus in the editor, but when you start up a game it doesn't work.
yes exactly but when you make an enemy spawn left there example: Echo 1-3 ect. How to Echo 1-3 and Echo 1-2 so that it becomes just 3-1 Echo ? And how to delete unity when is dead? thank you to answer me :)
boxbicht I'll have to have another look at the Zeus system to see how infantry can be setup for their waypoints but I'd imagine it's still using the same system for waypoints as seen in the editor. There is no follow waypoint but there are joinGroup options that should work to get the units to join into the same group, though as mentioned I'll need to look into that again as it's been a while since I've had a look at the Zeus system. In regards to deleting a unit when it is killed, I'm not entirely sure what you mean since they should despawn after a certain amount of time passes. The deleteVehicle command can be used to delete units though that would be through either trigger, script, or initialization line so that would be beyond Zeus default capability.
when I assign the Zeus module to a playable unit, I can use it in the editor, but when I create a game in MP then it won't work with that unit... any one knows how to fix this?
pickinthatbanjo yup, I do everything the same, I have also tried to make a mission with just a Zeus module that has a unit as an owner. And the same thing happened, I was not able to open the Zeus interface in Multiplayer.
Well as I mentioned I did just test it out on multiplayer about 45min ago which worked fine. The only other reason I could see for it not to work for you would be if you used the game master module found in the game mode category, or if your key for the zeus interface was not being pressed. When I tried it out again I just placed one rifleman with a name of p1, and the Zeus game master module with an owner of p1.
MatthewOnYT Though I did end up looking into this further and it seems you are not alone, many people seem to be having that issue. It seems some people are having issues and for others the system is working fine. I imagine it to be a bug that should be patched out in an update.
pickinthatbanjo oh, well that makes sense then. I figured it would have been my game so I tried to verify integrity of game cache (in Steam) but that doesn't work either, so I guess it's a bug then. Thanks for helping bro!!! keep up the good work!
+rezaghobie It has been quite a while since I've used the editor in Arma 3 but if I recall you select the object and press the delete key on your keyboard, should remove the object.
Yes I've been planning to recreate this tutorial for a while now since there were some minor changes (mainly cost modules) and it wouldn't be a problem for me to create an example mission while I do it. I'm currently in the middle of painting my house but I'll try and get it done as soon as I have some spare time.
Here is the link to the Zeus template - www.mediafire.com/download/gs2ukmqh1p6u08w/Zeus_Setup_Template.rar I'm planning to create an updated video as well but for now here is the new example mission I created today.
You have three choices, the first being the selection in the gamemaster module for all addons (including unofficial), second option is to place the units in the editor and select the option for all addons present in mission (also in gamemaster module) or you can use the manage addons module and synchronize the units to it which will be added to the unit/object list of Zeus (I do have a tutorial for the manage addons module as well)
KleytenHD By selecting the groups tab (F2 or the group icon in the editor UI) units can be grouped together by left clicking and dragging from one unit to the other.
I see, yeah you never mentioned using the Zeus system in your original post. In any event, synchronize the "Add Editable Objects" module to the player you wish to allow AI units to be added into and synchronize the "Add Editable Objects" module to the Zeus GameMaster module. You will now be able to add units into player groups by holding CTRL and dragging the unit into the group through the Zeus interface.
It's a default part of the game itself, it's impossible not to have it unless you have removed parts of your installation somehow. It would be found in the modules tab of the editor under the category of Zeus. If it is in fact not in that category of the modules tab than I'd suggest uninstalling arma 3 then reinstalling it.
Just want to suggest that you turn off the ingame music for further tutorials. It is annoying as it steels focus from what you say and do. Otherwise good work.
I fucking hate when games make there editors like this is so fucking annoying just make is god dam user friendly i have no idea what to do and i need to bind keys b4 i do anything, is that a joke? lol arma 3 has so many fails its insane
YourBeastRoy It's not easy to make a powerful editor, such as the one in ArmA, user friendly. They did the best they could. Just be grateful that you don't have to right every single little bit of code.
Thanks for cutting straight to the point, all other videos are 20+ minutes.
Thanks! I used this tutorial to set up a 4 player multiplayer zeus only mission. Great for messing around with friends in a private lobby. In-case you're wondering, I went to Modules, then there's a tab called "Logic Entities", then I went to "Virtual Entities" and placed down one Zeus object for each team (including Civilian) and it worked just fine. These Zeus entities will replace any unit you place down, making anyone who is Zeus invincible preventing them from dying and causing problems.
Awesome this video helped a bunch. The set costs stuff has changed but it was easy enough to work out. I was trying to make a zeus map that was compatible with all my mods and this helped me do it. Thanks a lot!
Yery good my friend. I searched hard for an ingame Zeus option (for a tactical Server) and you explained it easy (I'm from germany and I could understand quite everything fine). Thank you!
+Sternenblut DE I'm glad to hear it helped.
About god damn time I found a proper video lol
I'm sure you know this but your the bomb, I'd still be guessing weeks later, thank you so much!
Thanks!! This helped a lot and you were very clear on explaining everything.
Thank You for this video! On a side note your Voice is awesome. I wish i had a voice like it xD
+badman468 lol, thanks man.
How do I make players show up on zeus or make it so when I join the server when I pick my character it says gamemaster and second gamemaster?
My Game Master Module doesn't have an Owner field in the Attributes menu
Great video, how do you sett Zeus Camera Posision Height?
nvm found it
this setPosATL (this modelToWorld[0,0,])
I tried the first method and it didn't work for me. I added a playable BLUfor officer, a Game Master module, set the officer's unit name to zeus1 and added the same to the Owner field of the GM module, but after I start the game, I can only see the officer as a normal playable unit in the Blu side
I'm trying to add zeus to my wasteland but want it just for me only if i
go to modules add zeus then game master add my player uid load into the
game it cant join it, It's giving me error and wont even allow me to
join the server what am i doing wrong
The scalier doesn't work for me, it just stays at 1 or 1.2 etc for unit costs
Great video tho man lol was just pissed i was clueless
I've been trying to get the set camera pos working with my virtual entity zeus but it's as if it wasn't there despite syncing it to the same module you showed. Do I have to have something in the init field as seen in the video? TIA
The entry to the init field of the camera position module in this video is simple a command to elevate the position of the module, nothing that is necessary for the function of the module. I do have a video detailing the module itself and how to use it - ARMA 3 Zeus - Add camera area module
If you are still having issues after that video feel free to message me and I'll see if I can help you figure out the issue.
I don't get the "Set General Object Cost Module" option in modules.
The Set General Object Cost module has been replaced by the Set Object Cost module as well as the Set Unit Cost module. They basically split the functions between a few other modules so for each function that you wish to setup a cost value for you will need to place the module that handles it.
I'll create a tutorial for either just the cost modules or I'll create an updated Zeus setup tutorial in general.
when i hit the zeus hotkey (y for me.. i also tried rebinding) and nothing happens at all. Could anyone help?
Hello! First, Thanks for a great tutorial. Second, an issue i'm having consists of the following: Units placed in map editor mode don't show up in the Zeus HUD, hence i can't control them using Zeus. I was wondering if you had a fix for this.
Thanks Banjo!
Thanks, and as far as your issue goes you can synchronize an addeditableObjects module to the group leaders (or all units) and other units you have placed in the editor that you wish to have Zeus control over and synchronize the module to your Zeus gameMaster module.
I think I'll probably throw together a video demonstrating this in any event sometime when I find the time this weekend.
Thanks mate. That should help alot.
ODSt1897 Video should be up shortly
I cannot place a game logic unit in the editor... I go to place unit and the side category for game logic isn't there.
+JuggernautProducts Empty and gamelogic categories will not appear until a playable unit has been placed on the map, try placing any player unit and then the game logic should appear in the unit lists.
If for whatever reason you find a need for a mission without playable units but you need the gamelogic then simply delete the player unit after the fact.
+pickinthatbanjo Thank you!
Hey man, thank you for your extraordinary tutorials. I just started doing some mission editing for the first time, my goal is to have a Zeus coop mission with Task Force Radio. If I try to create a mission with Zeus as a playable unit, I come across an issue: if I choose Game Master in the lobby and try to connect, it just tells me to wait for Zeus to create a respawn.
You happen to know if there's a way for the curator to have an inventory for the radio?
Running Zeus with task force radio shouldn't be an issue, the group I play with did a mission with zeus and we use task force radio all the time.
In regards to your mission, is the curator an ingame unit or a virtual entity? Setting the owner field of the game master module to a units name, admin vote, or other means of setting ownership would allow the listed unit to use the Zeus system as well as any ingame items (including radios).
Now if you wanted a virtual curator unit to posses a radio, I would probably need to look into that further.
pickinthatbanjo Both curators are virtual entities for now, because I have not figured out how to make the ingame unit version of Zeus to work. If I try to run my mission on a dedicated server with Zeus as an ingame unit, I can't start the mission because I'll just get the "waiting for Zeus to create a respawn" even if I joined the mission as Zeus.
Obviously I'm doing something wrong, but I haven't figured out what. Anyways, what I'm trying to achieve is that Zeus would possessthe squad radio so he can communicate with squad leaders to brief etc. If this could be done as a virtual entity, that would be ideal.
pickinthatbanjo Both curators are virtual entities for now, because I have not figured out how to make the ingame unit version of Zeus to work. If I try to run my mission on a dedicated server with Zeus as an ingame unit, I can't start the mission because I'll just get the "waiting for Zeus to create a respawn" even if I joined the mission as Zeus.
Obviously I'm doing something wrong, but I haven't figured out what. Anyways, what I'm trying to achieve is that Zeus would possessthe squad radio so he can communicate with squad leaders to brief etc. If this could be done as a virtual entity, that would be ideal.
Setting the ownership of the Zeus game master should be enough to get it to work with the named unit as curator, although that is not the first time I've heard of someone having difficulty while running the system in multiplayer.
One possibility is mod incompatibility. We noticed back on the Zeus release that the mod pack we run with the group broke the Zeus system, I'd imagine other mods would have the possibility to do the same thing. I would try setting up the mission without using any mods and see if you still end up with the same problem.
In regards to the virtual entity as the Zeus curator, it's something that I will need to look into as I just have not really messed around with it all that much yet. I've heard more problems about it than I've heard successful use of it, so I will need to look into the proper setup of the virtual entities.
pickinthatbanjo I'm only running CBA and TFR. I also tried running the wound/revive script from one of your tutorials, but it had no effect on how units were damaged. Might be fided with some settings, but I'm a newbie.
Thank yoy for your time, and if you figure out the virtual entity carrying a radio, I'll be expecting another excellent tutorial video ;)
When I use game logic for the curator the screen is all blurry and slightly blueish. any way around this?
You are going to have to go into more detail for me to have a better idea as to what happened. What game logic did you use and what exactly did you use it for? The Zeus curator system is module based, certain aspects of it use different game logic for a variety of purposes but I have no idea as to what you were setting up using game logic.
In editor when i place soldier and syncronize him with zeus module and when i click PREVIEW it says: No entry "config.bin/CfgPatches.a3_missions_f_bootcamp". How to fix this?
Placing a unit and synchronizing the zues gamemaster module will result in a no curator error, the Gamemaster module needs to have an owner defined so be sure to name the unit with the same name you define in the gamemaster module. Since Zeus is setup to work properly once an owner is defined preview the mission and see if the problem persists, if so than disable any mods you are running and make sure to use the stable build rather than Dev build to see if there is a mod conflict causing the issue.
I already fixed it. Thanks for the answer anyway.
poop poopi how you fixed it?
Actually my game wasn`t updated... I updated it and its fixed
Shot in the dark here, but do you (or anyone) know how to change resource costs in a specific zone/area only? Im trying to disable Zeus from being able to Fire Support an area (would be too OP if they could.) Thanks!
I've been trying to figure out the same thing.
Hey. Late to the party, I know- but I can't seem to go into Zeus mode from the player.
Sorry but it's been a long while since I've messed with Zues, as I recall though it was just a matter of setting yourself as curator and pressing the binding to ping Zues
Huh i don't have "Set Generel Objects Costs" can u help?
The cost modules have been updated rather recently. There are now a series of cost modules that define the costs for a variety of different options which I plan to go over sometime soon.
Thank you very much!!!!
how do you do this on Eden editor
H2o depression This is on the eden editor. It’s on the “2D” mode. You’re most likely used to the 3D mode.
I have a mission and i have the commander to be zeus. Zeus cant edit ANY units. Not even their icons show up. Please help me with that
Alexandros Mirza Have you defined the unit as curator by entering their name or playerID into the owner field of the Zues gamemaster module?
Yes i have
Alexandros Mirza That really is the only step to setting up basic Zues function, most functions will be missing but you should still be able to place units through the Curator interface then. I'm busy today but when I am free this evening I'll see if anything has changed with the Zues system
Oh and i have to say that i am also using MCC 4
+Alexandros Mirza You can't edit objects placed in the editor.
I can't find the zeus interaction key... in the field manual it says Y, but it wont work. In controlls i cant find this option. Does any1 know what to do? :D I want to use my zeus in the editor.
Jay-H You can find the Zeus interaction key in the control bindings menu under the category of Zeus.
I would like to be able to play with a small squad of friends but ALSO be zeus so that I can curate and evolve the mission as we go. and Also so I can play the role of command (for support element requests)
- is there a feature so that if I jump into Zeus mode, or take control of an enemy player that my original character will continue with the squad controlled by Ai? - so they don't just stand still and then I have to catch up, or so that the squad is down a man.
trying to make it less obvious that Zeus is active
As far as I am aware a player unit cannot be controlled by AI.
You can add an AI into the squad and remote control it whenever you want.
He wasn't asking about controlling AI units he was asking if player units can be controlled by AI temporarily.
pickinthatbanjo Well, it's basically the same thing, and the closest solution the the problem.
How is it the same at all? He wondered how to get his player unit to be controlled by the AI while he is using the Zeus curator system with player control being returned upon exiting the Zeus system.
My zeus key is not found under configurations common. Anyone know how to set the "zeus" key!? I cant even open it! Pls Help!
Are you running the development build?
pickinthatbanjo yes
It's under "ZEUS" if you scroll down on that menu where your common is too.
Hi, how can i set zeus for all? (more than 1 zeus?). But anyway nice video
how do you do this in eden yall
PLEASE how do you save? video response or make a video please pleaase help mad a test/ firingrange and tried to find out how to save and it all went plesae help i can't be the only one. Right?
Tomthor If you are asking how to save a scenario in the mission editor than simply select the save option from the upper left hand side of the screen, it is displayed as a disk icon.
pickinthatbanjo no sorry for not explaining once you made something in zeus how do you save ? p.s thx for replying
As far as I know Zeus does not contain an option to save what has been placed like the MCC does.
pickinthatbanjo ok thx you so much for your help
+Tomthor If you download a mod called "MCC Sandbox," you can use the function to "save all to SQM." You can then go to Documents>Arma3>Missions>"NameOfYourMission" then, edit it with Notepad ++ and paste your SQM stuff over what was there before.
Would it not be easier to set the value to 100 and go from there?
Max value is 1, here is a line from the wiki page regarding cost -
" The cost is applied when performing actions like placing, editing or deleting. It affects curator's resources - points - which are in range from 0 (no points) to 1 (full points; can't be larger than this value)"
Ah in that case my apologies.
No problem, it always helps to ask so I don't mind at all
I'm waiting on getting a pc, instead of a mac. I want to create a zeus vs zeus game mode.
Do you know if you can set influence based on specific things like maybe smoke or a truck?
I dont see zues Category in the menu?
I imagine you are referring to the module menu correct? (F7 key). If that is the case, than you are most likely not running the current development build. By right clicking your arma 3 selection in your steam library you will have the option to select properties, from there select the Betas tab, and select the "development - Development Build" option form the drop down tab, your ARMA 3 installation will reinstall and once you start the editor up again you should have the options for the Zeus modules. (Be sure to message me if it does not work and I'll see if I can get you sorted out)
pickinthatbanjo Danks. I got the Campaign Mission files and put it in the editor with Zeus. :p
How do i link the modules to the game master?
+MegaDeath41 Synchronize modules together using the synchronization tool (F5)
When i Hit F5 nothing happens
Could you put out the mission folder for downloading so I can just edit the map? :)
That mission file is sure to be invalid by now since it was completed using the early dev build release of Zeus. Although if I recreate the mission file I will provide a link to the example mission.
thanks
pickinthatbanjo, how to add players? Example standart zeus NATO mission for multiplayer.
Players can only join by IP or if host has port forwarded, if port forwarded then others can join via steam.
I don't think you understand what he's asking. He means player slots.
Sinic Well, then he needs to add a respawn or playable ai before he plays it in zeus.
Help! in my server, (Wasteland) i use zeus and "antihack" kill me? how to repair this? i can create vehicles etc, but not AI, please help :(
I have tried wasteland but I haven't tried using Zeus while playing it. This could be due to come script conflicting with the Zeus system itself though I'm not sure as I haven't seen that issue as of yet. Are you the only person that is affecting in this way or do others experience it as well?
In future videos it may be useful to viewers if you slow down a bit so we can follow along as you're doing things. I'm doing okay pausing after you say something but a bit of spacing would certainly be appreciated.
I think I set mine up wrong, I want Zeus seperate and not controlled by a player, when I set mine up it works in the editor, but when I save the file and then launch a multiplayer server with it Im an invisible man running around stuck in the ground
I'm not entirely sure I understood correctly, you are trying to setup Zeus to be controlled by AI rather than a playable unit?
pickinthatbanjo no, I just want Zeus as a separate player, not controlled by a squad player, like via the virtual entities, which I did, but it doesn't work
Airsoftinmaryland I'll look into it when I throw together an updated tutorial since this tutorial was done back in the early development build of Zeus. Although I wouldn't be surprised if it was a bug since I noticed an equally problematic issue when setting up a seize game mode a while back.
Also if you provide a link to the .pbo file for the mission I will be able to take a look at the problem myself and could have a better idea as to the issue.
Sure I can do that for you steamcommunity.com/sharedfiles/filedetails/?id=249838497 you should be able to subscribe and then find the pbo file in your documents, I really appreciate you taking the time to do this. You will be able to use zeus in the editor, but when you start up a game it doesn't work.
pickinthatbanjo hey man were you able to figure that out?
How to create squad with the ia? (Follow the player)
I'm not sure if I understood correctly, are you asking how to create AI squads using the Zeus system that follow the player?
yes exactly but when you make an enemy spawn
left there example: Echo 1-3 ect. How to Echo 1-3 and Echo 1-2
so that it becomes just 3-1 Echo ? And how to delete unity when is dead? thank you to answer me :)
boxbicht I'll have to have another look at the Zeus system to see how infantry can be setup for their waypoints but I'd imagine it's still using the same system for waypoints as seen in the editor. There is no follow waypoint but there are joinGroup options that should work to get the units to join into the same group, though as mentioned I'll need to look into that again as it's been a while since I've had a look at the Zeus system.
In regards to deleting a unit when it is killed, I'm not entirely sure what you mean since they should despawn after a certain amount of time passes. The deleteVehicle command can be used to delete units though that would be through either trigger, script, or initialization line so that would be beyond Zeus default capability.
pickinthatbanjo ok tanks :)
keeps failing saying " No entry 'config.bin/CfgPatches.aia_core' "
CfgPatches.aia_core sounds like a config file from AllInArma, are you running mods while trying this?
pickinthatbanjo
yeah I already found that out one of the mods was blocking it
Hi,
Is there any way I can set it to unlimited resources for zeus, or would I just find that in server parameters?
GOD IS A SERB Setup the cost of units/objects to zero through the set general object cost module and everything will be unlimited.
+pickinthatbanjo How do you do that?
when I assign the Zeus module to a playable unit, I can use it in the editor, but when I create a game in MP then it won't work with that unit...
any one knows how to fix this?
I just gave it a try and it still seems to work as it should. Did you list an owner for the game master module?
pickinthatbanjo yup, I do everything the same, I have also tried to make a mission with just a Zeus module that has a unit as an owner. And the same thing happened, I was not able to open the Zeus interface in Multiplayer.
Well as I mentioned I did just test it out on multiplayer about 45min ago which worked fine. The only other reason I could see for it not to work for you would be if you used the game master module found in the game mode category, or if your key for the zeus interface was not being pressed.
When I tried it out again I just placed one rifleman with a name of p1, and the Zeus game master module with an owner of p1.
MatthewOnYT Though I did end up looking into this further and it seems you are not alone, many people seem to be having that issue. It seems some people are having issues and for others the system is working fine. I imagine it to be a bug that should be patched out in an update.
pickinthatbanjo oh, well that makes sense then. I figured it would have been my game so I tried to verify integrity of game cache (in Steam) but that doesn't work either, so I guess it's a bug then.
Thanks for helping bro!!! keep up the good work!
how do i delete something in the editor and zeus
+rezaghobie It has been quite a while since I've used the editor in Arma 3 but if I recall you select the object and press the delete key on your keyboard, should remove the object.
ok thnx
Okay...can you place items on tables...-_- :)
Is it possible to lay out the basic mission so I can download it? :)
Yes I've been planning to recreate this tutorial for a while now since there were some minor changes (mainly cost modules) and it wouldn't be a problem for me to create an example mission while I do it. I'm currently in the middle of painting my house but I'll try and get it done as soon as I have some spare time.
Here is the link to the Zeus template - www.mediafire.com/download/gs2ukmqh1p6u08w/Zeus_Setup_Template.rar
I'm planning to create an updated video as well but for now here is the new example mission I created today.
pickinthatbanjo thanks
pickinthatbanjo thanks
No problem
How do i spawn mod objects?
You have three choices, the first being the selection in the gamemaster module for all addons (including unofficial), second option is to place the units in the editor and select the option for all addons present in mission (also in gamemaster module) or you can use the manage addons module and synchronize the units to it which will be added to the unit/object list of Zeus (I do have a tutorial for the manage addons module as well)
how can i put ai unity in group with a player? so i can give my friend 2 or 3 ai units in his group
KleytenHD By selecting the groups tab (F2 or the group icon in the editor UI) units can be grouped together by left clicking and dragging from one unit to the other.
not in zeus
I see, yeah you never mentioned using the Zeus system in your original post.
In any event, synchronize the "Add Editable Objects" module to the player you wish to allow AI units to be added into and synchronize the "Add Editable Objects" module to the Zeus GameMaster module. You will now be able to add units into player groups by holding CTRL and dragging the unit into the group through the Zeus interface.
this video is about zeus so yeah
Wouldn't be the first question with no context to the topic covered in the video I've had to answer.
I don't have the game master thing
It's a default part of the game itself, it's impossible not to have it unless you have removed parts of your installation somehow. It would be found in the modules tab of the editor under the category of Zeus.
If it is in fact not in that category of the modules tab than I'd suggest uninstalling arma 3 then reinstalling it.
Nice
holy shit your voice is like the carrot from chowder.
Just want to suggest that you turn off the ingame music for further tutorials.
It is annoying as it steels focus from what you say and do.
Otherwise good work.
this is quite a lot of work to set up, if you're lazy like me use sspcm
What the hell is a game logic?
I really liked this tutorial, but you need to SSLLOOWW DDOOWWNN!!!!! I frequently had to rewind back to see what you were doing
I fucking hate when games make there editors like this is so fucking annoying just make is god dam user friendly i have no idea what to do and i need to bind keys b4 i do anything, is that a joke? lol arma 3 has so many fails its insane
YourBeastRoy It's not easy to make a powerful editor, such as the one in ArmA, user friendly. They did the best they could. Just be grateful that you don't have to right every single little bit of code.