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There is a few small features that only works if its loaded on all clients. Like the module that makes a scroll-wheel option for "teleport 2 squadmate" on an object. Players running up to it and using it, will only get the gui and actually be teleported if they have the mod loaded.
But the right-click option for zeus will still work perfectly fine. I actually think that is the only thing that does not work, everything else has been designed to only be loaded on the zeus, not on anyone else.
Replace "crow" with your computers username, or just use "%localappdata%\Arma 3"
We are not currently experiencing any issues using this mod on our server. I need an .RPT log to be able to see what might be going on, as I can not reproduce this on my own.
DarkXess never made an issue, so have had no chance to figure out whats causing it and how to fix it.
Does the issues also appear when only this mod, CBA3 and Zeus Enhanced is loaded?
We are using this mod in the community together with ACE, and have had no problems adding/removing editable objects, taking control of units or adding arsenals.
And just tested with our usual modpack and this mod right now, and I did not encounter any of those issues. So I need some more detail to figure out what might be going wrong?
- Can no longer add/remove editable objects.
- Can no longer take control of a unit.
- Can no longer add Arsenal on a selected player.
If they don't show up with that icon, you might have different default settings for Zeus Enhanced. However you can then right-click and select "add editable objects" from the menu and add them.
Do you have Zeus Enhanced and CBA3 loaded? Both of those needs to be loaded both on server and on client.
You might have to ensure your zeus modules are set to "unofficial addons" too in the editor, and not just "offical" ones.
https://imgur.com/a/YkVRiUB
Looking at ZENs code for their teleport player module, then they include spacing between players so players will be teleported into a grid to not collide with eachother:
https://github.com/zen-mod/ZEN/blob/master/addons/modules/functions/fnc_moduleTeleportPlayers.sqf#L38-L48
Is that what you experience and see? Because then it is seemingly by design. Having my mod loaded should not change anything about their modules.
When testing the "Teleport Players" module it seems to just teleport the player to the spot clicked with no scatter applied.
https://i.imgur.com/aBFkuWP.jpeg
So I am not quite sure what "teleport zen module" you use?
Could you be more specific in terms of what you mean?
Hi there. Sorry. that is not an option. I am using hemtt as build system that does not allow that, besides the best practice is to update the key on each release to ensure all clients are running the same version of the mod. Which is important even though it is clientside, as there is code that can intereact between multiple zeus' all running this mod. So if they were running different versions it could break stuff.
Apologies for the multiple releases in a row here recently, but had to get a hotfix out as some bugs had sneaked into the earlier release.
Can you just make 1 universal keys? and not change every update
Thankyou
That was by design to avoid the Zeus having to ensure what loadout they had to avoid odd items being part of it.
Could add a box to include Zeus of wanted?
(If you're not a zeus, there's an ace setting that lets you become a zeus mid-mission)
I have increased the limit in the next release. Not as high as 5km between each player, but should be higher. And Landric said he might look at make the limit be based on map size, but we will see.
I am currently on vacation abroad, but within a few weeks I would probably get the last pull-requests reviewed and merged in, and get a new release published.
Avoiding water or enemy positions is an interesting idea though
What would be a good maximum? 3km? 5km?
I've poked a little and thought I found where I'd make that change in the scatterteleportzeus.sqf file, added just one zero to a line, and after repacking it, not touching anything else, the mod seems to lose track of the preStart.sqf file, somehow. So clearly, I'm not doing things correctly.
I don't suppose I could ask about what I could change instead, could I? Or would that be rude?
Wrong mod.