Arma 3
Better Zeus AI CONTROL (move under fire)
21 Comments
Sturmführer.Jäger 24 Mar, 2023 @ 9:08am 
is this client side ?
kgp227 1 Jul, 2022 @ 10:32am 
This is a great mod that I've gotten a lot of use out of. However, sometimes it's easy to forget which units you've told to hold fire/halt,etc. Would you consider adding some UI elements to indicate that a command has been applied?
Ludicrous_Speed 2 May, 2022 @ 6:59pm 
Oh man, I wish I found this sooner.
Xelantro 5 Apr, 2021 @ 9:46am 
"Enjoy and feel free to add to this and whatever, but just let me know so I don't miss out and can use it too XD" - Signed and reuploaded it myself c:
Xelantro 1 Mar, 2021 @ 8:36am 
Could you sign the addon so we can whitelist it on our server ^-^/
IndustrialDonut  [author] 22 Sep, 2020 @ 11:00pm 
@Harpseal yeah you can rebind them in the options just like ACE or any other CBA compatible mod
Harpseal 16 Sep, 2020 @ 4:35am 
Absolutely brilliant mod mate. Just wondering if there was a way to rebind those keys. I like how this mod works but I still want it 'out of the way' if you know what I mean. I'd rather not accidentally hit those keys when I don't need them. G is used to disembark troops from vehicles and T is really close to some other zeus related keys.

Is it possible to rebind these keys?
IndustrialDonut  [author] 25 Jul, 2020 @ 10:39am 
@BimJeam8 your first description is exactly right, I thought 'G' default was a good key to use for the that since it's also the one that makes them shoot again, which is what you reveal units to them for

By the way I haven't played arma in a month or two so I hope this still works
BimJeam8 24 Jul, 2020 @ 1:22pm 
Can someone clarify the reveal command? The creator's description is lacking.

Do I select the units I want to be revealed with the "B" key, then unselect them, select the units I want to see the units, then press "G"?

Or do I press "B" to select the units I want revealed, then select the units that I want to see them, then press "B" on them?

A better explanation is really needed here.
xray 23 Jul, 2020 @ 5:17pm 
Makes my zeus ui lock up
Shepard-Commander 9 May, 2020 @ 11:14pm 
No key for this mod, cant use it on servers :(
Polka 7 May, 2020 @ 1:38am 
Can this be used on units already present in scenario? (Those placed in EDEN, for instance?)
LumièreL(Frank) 6 May, 2020 @ 5:10pm 
No key for this mod?
Monolith 6 May, 2020 @ 6:53am 
is this client side?
IndustrialDonut  [author] 6 May, 2020 @ 1:26am 
@Atlast1205 thanks for the comments! I'll have to check out the remoteExec when I have time and see if that works to fix the control for other units like you mentioned, I appreciate the tip!
Also I've been using the mod with my unit so far, alongside ACE, haven't noticed any issues yet but I can see how that *could* be a problem so I'll keep my eye out.
Atlas1205 5 May, 2020 @ 9:00pm 
(continued)
You mentioned:
"Known issue/observed a couple times that you cannot apply the commands to zeus units that *another* curator has spawned in, only your own."
Reason of that is curator spawned units are local to curator's PC. Commands like "disableAI" and "enableAI" only has effect on local units.
Wrapping those cmds with a simple "remoteExecCall" should make them work on remote units:

[_x,"PATH"] remoteExecCall ["disableAI",_x,false];

Other than that, the mod seems fine. Keep up the good work.
Our group's zeus guy is really excited about this mod. :steamhappy: Also, Good luck with you know what virus.
Atlas1205 5 May, 2020 @ 8:59pm 
Greetings from a friend of mine, as he couldn't post comments from where he is:

ASR AI and Lambs danger FSM mainly use "forceSpeed", "moveTo" and "suppressFor" for their magic,
which means they should work with this mod just fine.
However, this mod could conflict with ACE medical on certain situations.
Applying "enableAI" on unconscious AIs will allow them to shoot back as long as their animation doesn't prohibit firing.
For example, unconscious gunners on static weapon will resume firing, while staying in unconscious animation.
A simple check line can be sued to fix the problem:

if(_x getVariable ["ACE_isUnconscious",false])then
{
//...remaining codes
};

Numb 5 May, 2020 @ 8:33pm 
does it work with lambs
IndustrialDonut  [author] 2 May, 2020 @ 10:53pm 
@TurboKape I have only tested it with VCOM and it does not conflict. With ASR I imagine it would not either, as it just sets certain base functions of the AI on or off mostly, but I don't plan on testing it since I don't use ASR lol sorry
pipe 2 May, 2020 @ 10:21pm 
Does it conflict with ASR AI3?
Brianbrush 2 May, 2020 @ 12:01am 
this is actually pretty cool, should have been done sooner. nice job man