Arma 3
Additional Zeus Things (Zeus Enhanced & Ares Achilles)
90 Comments
icdb / cineafx  [author] 10 Aug, 2023 @ 10:53am 
yes it's clientside
HIGHZUNG 10 Aug, 2023 @ 9:53am 
Is the mod clientside or does everybody needs it
icdb / cineafx  [author] 23 Jun, 2023 @ 7:08am 
one way could be the "export to sqf" feature of the eden editor. That you could just run as code during the mission. For normal compositions I'm not sure.
J-Money 23 Jun, 2023 @ 5:08am 
Do you know of anyway to spawn Compositions through Zeus?
or save to save something either in editor or Zeus, and be able to spwn it via Zeus live in game.

Im searching for that and thats how i ended up here..
icdb / cineafx  [author] 13 Jan, 2023 @ 3:28am 
Currently not. It is using a lot of ACE features behind the scenes.
Callistar 12 Jan, 2023 @ 11:05pm 
Can you use this mod without ACE?
icdb / cineafx  [author] 26 Jul, 2022 @ 7:39am 
Yeah that is a good point. It was always intended to disable it completely. It was originally a band aid when the group I zeused in has broken cookoff settings.

I'll rename it for the next update!
ephealtun 26 Jul, 2022 @ 7:22am 
Idk if it is just me but when I use the module called "Disable ACE cookoff" , it disables the whole cookoff functionality or you can say that cookoff gets disabled globally. Not just that particular vehicle.
Doggifast 4 Jun, 2022 @ 5:15am 
Hello again. Can't find the ace cook off in modules. Can you please explain what is an action menu??
icdb / cineafx  [author] 3 Jun, 2022 @ 2:18am 
Yes those features are currently not part of the rightclick menu. They are "normal" modules.

But that is a good idea. I should add them to the right click context menu as well!
Doggifast 2 Jun, 2022 @ 10:53am 
Hello! I'm using both Achilles and ZE. When i right click on a vehicle, it doesn't allow me to forcefully cook it off. Please help
Don Anton 13 Apr, 2022 @ 8:56am 
True! :AOEKnight: @Constantinou O'Joron
khajiithascoin 12 Apr, 2022 @ 4:41pm 
nice content love it m8
icdb / cineafx  [author] 14 Mar, 2022 @ 4:01am 
:)
Don Anton 11 Mar, 2022 @ 10:15am 
Lol, I love the thumbnail. For me It's not laziness, but It's ART. :AOEKnight:
icdb / cineafx  [author] 1 Jan, 2022 @ 4:13am 
Yes this mod requires ACE. I'm using their mod structure as well as their interaction menu.
Aphextwin432 31 Dec, 2021 @ 4:25pm 
Does this mod really need ACE? Can't use ACE with Geforce Now.
icdb / cineafx  [author] 24 Nov, 2021 @ 2:50am 
:D
Duke 23 Nov, 2021 @ 12:11pm 
sorry! Ignore me. It was a completely different zeus mod, but thought it was this one :steamfacepalm:
Duke 23 Nov, 2021 @ 12:08pm 
Sorry, but the key is broken. Not sure if its needs repacking after your last update or something ?
Duke 22 Nov, 2021 @ 8:56am 
Thanks so much. Appreciated :steamthumbsup:
icdb / cineafx  [author] 22 Nov, 2021 @ 8:53am 
Mod has been uploaded. .bikey file is now present in /keys/cineafx.bikey
icdb / cineafx  [author] 22 Nov, 2021 @ 8:47am 
The mod should be signed. I think some previous upload must have screwed something up. I'll update and add the bikey into the mod folder.
Duke 22 Nov, 2021 @ 3:40am 
Hey, thanks for this mod. Some nice additional features. Love that you can turn vcom on/off, very nice.
Is there any chance you could sign this mod please? Our server is signed, so need a key. Thanks.
icdb / cineafx  [author] 4 Nov, 2021 @ 8:34am 
My script pretty much does `this setvariable ['VCOM_NOAI',true];` or `this setvariable ['VCOM_NOPATHING_Unit',true];` for each selected unit.
Stray 3 Nov, 2021 @ 1:47pm 
Ok, Thank you I was looking at how you setup VCOM to figure out if it's possible for me but it your VCOM Disable is different from (group this) setVariable ["Vcm_Disable",true];
So I was like welp it's already far out of my realm of expertise already lol
icdb / cineafx  [author] 3 Nov, 2021 @ 7:13am 
Should be possible. I'll take a look!
Stray 2 Nov, 2021 @ 11:41pm 
I do have a question would it be possible to get an Option to Disable and Enable TCL like you gave the option like VCOM
aceb20 2 Nov, 2021 @ 10:24pm 
Hell yeah!
Stray 2 Nov, 2021 @ 2:25am 
Thanks for your work
icdb / cineafx  [author] 31 Oct, 2021 @ 9:06am 
Zeus Enhanced compatibility is finally here!
icdb / cineafx  [author] 13 Sep, 2021 @ 4:06am 
clientside
Mentaly (Aaron) 12 Sep, 2021 @ 11:50am 
Is this clientside or both needed?
icdb / cineafx  [author] 30 Aug, 2021 @ 6:10am 
It won't cause any errors, but some of the features will not be available.
The modules won't work, but the ACE interaction menu and additional features will still work.

Full compatibility is planned but I sadly still don't have a lot of time to work on it at the moment.
Architect 30 Aug, 2021 @ 5:46am 
@icdb / cineafx
Is this compatable with Zeus Enhanced? https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1779063631
icdb / cineafx  [author] 11 Jul, 2021 @ 6:56am 
I don't know if Ares Achilles has changed something recently. But usually it should just work. 🤔
redan 11 Jul, 2021 @ 5:42am 
Installed the mod and tried to use it w/ Achilles and VCOM, but the modules don't work at all and can't be applied in zeus. Is there something I am missing?
Yawnathan 27 May, 2021 @ 2:13pm 
Great!
icdb / cineafx  [author] 27 May, 2021 @ 1:21pm 
Yes it has been planned for ages. I've just been very busy lately
Yawnathan 27 May, 2021 @ 12:59pm 
Are you planning to add compatibility? This mod is really useful.
icdb / cineafx  [author] 27 May, 2021 @ 12:13pm 
The ACE action menu and the additional features work with Zeus Enhanced. The modules don't work with Zeus Enhanced at the moment.
Yawnathan 27 May, 2021 @ 12:00pm 
Does this work with Zeus Enhanced?
icdb / cineafx  [author] 20 Feb, 2021 @ 1:45am 
Ah, makes sense.
[+| CL rautamiekka 19 Feb, 2021 @ 2:04pm 
Right. Our reason for considering switching over to TFAR is largely the feature that allows to have 2 channels running on a radio, like in the case of AN/PRC-117F, which'd allow us to carry just 1 117 for 2 channels, which'd allow separating talking to the guys you lead from talking to the HQ; worse yet, 1 of our guys has been repeatedly using the wrong radio to talk to the HQ lately. There were other reasons I've forgotten. I guess the bosses just haven't had the overlapping time to get to it cuz the dude who knows the Server is busy with something, while the big boss who pays for the thing doesn't know it that well.
icdb / cineafx  [author] 19 Feb, 2021 @ 1:10am 
They each have their own advantages. Once everything else is done I might take a look at it. But right now I'm already busy enough with other things. Sorry.
[+| CL rautamiekka 18 Feb, 2021 @ 1:55pm 
I suppose it's fair, considering what I were told about TFAR, it's superior to ACRE2 in most things. We're also considering moving over.
icdb / cineafx  [author] 16 Feb, 2021 @ 10:18pm 
I have never used ACRE for zeusing before. I'm currently not really planning on support it. Sorry.

Yeah ZEN will be soon™...

Removing player placed mines does sound like a nice idea.
Fade 16 Feb, 2021 @ 4:56pm 
Would be pretty cool if you could add the ability to remove player placed mines since I can’t do that with any zeus mods i’ve found.
Tyl3r99 28 Nov, 2020 @ 1:56pm 
Looking forward to zen compatability:)
[+| CL rautamiekka 22 Nov, 2020 @ 4:45pm 
And ACE Arsenal shouldn't be too much either, Virtual Arsenal really sucks.