Arma 3
44 ratings
WARGAME MOD INIT COMPOSITION
   
Award
Favorite
Favorited
Unfavorite
Data Type: Composition
Composition Type: Communications, Logistics
Meta: Dependency
File Size
Posted
Updated
73.097 KB
13 Feb, 2023 @ 8:05am
11 Jan, 2024 @ 2:51am
13 Change Notes ( view )

Subscribe to download
WARGAME MOD INIT COMPOSITION

In 1 collection by Jacktheviper
ZEUS RTS MOD MISSIONS - [Zeus Wargame mod]
20 items
Description
NOTICE:

-This composition will stay online for backwards compatibility, but after the latest mod update, I recommend using the new Eden Editor modules for scenario creation:



-The system will automatically assign the appropriate traits to the groups, JTACs, spotters and snipers will have the FO trait, officers and commanders will have the HQ trait, Explosive specialists will have the EOD trait, sappers and engineers will have the engineer trait and will be able to use the actions associated with it.

-Static weapons placed in the editor or in zeus will be automatically recognized and can be disassembled and reassembled using the 'set up' action by pressing SPACEBAR or clicking on the SHIELD icon in the quick action bar (lower right corner of the screen).
All turrets from the base game and added by mods are supported.

-The Player can still customize the groups by using the triggers in this composition.



wargame mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2932697000
65 Comments
Jacktheviper  [author] 18 Aug, 2024 @ 6:10am 
After the latest update, I recommend using the new Eden Editor modules for scenario creation:
https://youtu.be/idyaujO_nYg
Jacktheviper  [author] 7 Aug, 2024 @ 5:13pm 
@honger
I'm sorry, but at this moment there isn't an option to do that.
I'm adding an option similar to the recruit option in the next update that will be available to the normal Zeus mode.

Also based on this feedback, I'll also add the option to disable the "Insert mode" when creating a mission in the editor, I'm creating custom editor modules that will simplify the set up process.


For the moment, you can work around this:
If you want to prevent the player from using the "Insert mode", you can click on the game master module and check the option to force Zeus interface, the player will automatically start the mission already in the proper Zeus mode and will be unable to leave.

The recruit option is limited to units that are in the same side as the player, so you can just set the units you don't want the player to recruit to a neutral or friendly side, you can do that by grouping the unit to another unit of the desired side.
honger 7 Aug, 2024 @ 4:13pm 
Ok, I think I understand the issue now, thanks for the help. In that case, can I somehow disable the "Insert mode" in a scenario that was designed specifically for Wargame already? It seems that once player presses the button and then exits it, they can no longer go back to the actual Zeus menu. I'd love to override and disable the Insert button in this case.

And how about the "Recruit" option? I see that it's available only in that "Insert mode". Can I add it to the normal Wargame mode? Can I restrict the groups that can be added with that action?
Jacktheviper  [author] 7 Aug, 2024 @ 3:35pm 
@honger
This is likely because the Add objects module is not synchronized to the correct Game master module or the Game master module is not assigned to the correct player character.
honger 7 Aug, 2024 @ 1:30pm 
Ok, so how can I set up/modify the composition so I can start the mission in the same way as in, for example, your Mechanized Assault mission? When I start it in Editor I can control the units just fine, they are autoassigned to my Zeus. When I want to use your composition instead, this does not happen.
Jacktheviper  [author] 7 Aug, 2024 @ 1:14pm 
@honger
I see, the wargame mode that you can enter with INSERT is meant for missions that don't have a Zeus already set up, for example the single player campaign missions, it's meant as a little extra fun mode.

When you set up Zeus in the editor like in the composition, you should access Zeus by using the default Zeus key, which is 'Y'.
honger 7 Aug, 2024 @ 12:41pm 
@Jacktheviper I am aware of this, your composition by default has a player unit set up as Zeus and several infantry and vehicle groups that are synchronized with add objects module and several triggers. Thing is, I can't control them unless I specifically select the Recruit option.
Jacktheviper  [author] 7 Aug, 2024 @ 12:30pm 
@honger
Using this composition, to give control of units pre-placed in the Editor, you must synchronize them to the Add objects module.

You synchronize by right clicking on a selected unit, clicking the synchronize option in the drop down menu and then left clicking on the Add objects module, you will know that the units are synchronized if there's a blue line connecting the unit to the module.
honger 7 Aug, 2024 @ 12:00pm 
I can gain control over the units through the Recruit option but I don't think this is the actual solution to this. Please advise.

And regarding Recruit option, can I set which units player CANNOT recruit? Don't see an option or any snippet for this.
honger 7 Aug, 2024 @ 11:52am 
This doesn't seem to work? In a default configuration, when I click Insert the only unit I have control of is my own, the pre-placed ones can't be selected.