Arma 3
ZEUS WARGAME [RTS mod]
1,212 Comments
wolfblue1 25 Jul @ 7:25am 
My units are having trouble identifying hostile tanks in missions. Any guesses?
3L-186 | Adams P. 24 Jul @ 9:16am 
Yeah Well in CQB because when they enter the building they are gunned down once they entered and they are not shooting
星空社 24 Jul @ 3:44am 
To be precise, there were no targets displayed on the radar screen, regardless of whether they were friendly or enemy. I discovered this while playing the official jet display game.
Jacktheviper  [author] 23 Jul @ 4:47pm 
@星空社
I've never seen that before, but I'll investigate.
星空社 22 Jul @ 3:57pm 
Report the bug. When I enabled this mod, the radar of my fixed-wing aircraft didn't work. I wonder if this bug has been reported before.
Jacktheviper  [author] 22 Jul @ 7:45am 
@3L-186 | Adams P.
During planning mode movement, infantry will only engage enemy targets in CQB, they won't stop for distant enemies.
3L-186 | Adams P. 21 Jul @ 10:10pm 
Hi guys can someone show me how to make in infantry advanced planning mode move and to shoot enemies while moving in their path at the same time?
P4Sta 19 Jul @ 2:23am 
Truly incredible! :Uranium:
Very good work! :broflex:
Thank you very much :winkmerc:
Jacktheviper  [author] 16 Jul @ 11:44am 
@Cynicus
Thank you for the encouraging words, cheers.
Cynicus 16 Jul @ 12:16am 
Just wanted to drop in here and say, Absolutely AMAZING work on this mod!! This is really so well done.
shakii.8501 14 Jul @ 6:28am 
I am looking for an opponent to play pvp this mod,if anyone want then he or she send me message
Jacktheviper  [author] 14 Jul @ 5:50am 
@scripted.ai
Thanks for the helpful post, you are correct, units in 'hold position' mode will not shoot at enemies if the 'New Spotting Routine' option is turned off.

To improve that, as of the last update if the 'New Spotting Routine' option is turned off, units will now always start in 'move at will' mode.
scripted.ai 13 Jul @ 12:22pm 
@3L-186 | Adams P. @VenikXD

The problem comes (at least on our server) from the Addon Option: AI default movement.
If you use T > AI options > Move at will the AI starts engaging each other again.

or you can deactivate it in the Addon Options: Wargeme Mod > AI > AI default movement mode = off
Jacktheviper  [author] 9 Jul @ 7:07am 
@3L-186 | Adams P.
The enemy needs to be spotted by a friendly unit when it enters inside the killzone for the ambush trigger to work.
A good way to do it is to have another unit observing the killzone while the ambushing units are hidden.
3L-186 | Adams P. 9 Jul @ 1:12am 
Hi by the way thank you for this mod it is the best and i have a problem with the Ambush System i create an convoy and i put a squad of soldiers and i set up the ambush mode and when the convoy comes they shoot the last vehicle or they don't shoot at all at the convoy even when the speed is slow any help please?
Jacktheviper  [author] 8 Jul @ 11:15am 
@PR3ACH3R
Thanks for the words, man, I really appreciate it, I'm glad to share my mod and have people enjoy it.

@6Shnaps
What scenario are you playing exactly?
VenikXD 8 Jul @ 4:41am 
MarkieMarky, the same problem. They are literally a meter away from each other but do not react
PR3ACH3R 7 Jul @ 10:13pm 
Brother THANK YOU ! THANK YOU! I am on disability but when I get a little money I want to bless you with a little something if I had thousands that is what I would offer please know that, THANK YOU! BE BLESSED BE LOVE !!!
6Shnaps 7 Jul @ 8:58pm 
My camera is stuck on ground level when i enter on wargame but not on Zeus, an idea ?
Jacktheviper  [author] 6 Jul @ 8:48am 
UPDATE:

-Artillery Radar System
*The Artillery Radar System will draw a circular area marker on the map indicating the approximate position of any enemy artillery or mortar unit that have fired recently.

*The marker also shows the time the artillery or mortar unit was detected within that area, the marker is updated every time a new shot is fired, it will be deleted automatically after a few minutes have passed.
Jacktheviper  [author] 30 Jun @ 8:27am 
@MarkieMarky
I think it could be because of the changes to make the AI more controllable, uncheck the option "AI default movement mode" under the AI tab, this should make them behave as close as possible to the vanilla behaviour.
Let me know if that actually worked, please.


I can't really stop the selection rectangles from being draw as far as I know, but I already implemented a function to force the game to maintain the unit selection when you are drawing a path.
MarkieMarky 29 Jun @ 3:37pm 
Also when I draw the path it draws the rectangles like I’m trying to select stuff, doesn’t break anything just annoying xD
MarkieMarky 29 Jun @ 3:35pm 
@jacktheviper
I disabled spotting system and such, I am zeusing a mission for players and using RTS to control enemy. But AI won’t shoot first. No mods except for RHS ACE CBA HATCHET
Jacktheviper  [author] 29 Jun @ 4:49am 
@SlyxZylxia
Vehices appear in the empty tab, some vehicles don't appear if the zeus enhanced mod is loaded.

@Crome
It might be possible, but then you need a custom pathfinder algorithm to generate the path for the unit.
4spooked 28 Jun @ 8:40am 
I’m interested on what else could be done with the path planning mode through scripting (eg: giving the AI a way to automatically path through complex buildings/terrain without the player needing to do anything). Any ideas?
SlyxZylxia 28 Jun @ 4:07am 
i already follow the instruction to how create PvP RTS mode, but i only can summon the men army and i can't buy or summon the vehicle, tank, or even a plane.
Jacktheviper  [author] 27 Jun @ 5:28pm 
@MarkieMarky
It's working fine for me. Are you using any other mods?
MarkieMarky 26 Jun @ 10:35am 
Why opfor and blufor AI not shooting at each other? Literally placing them next to each other
SpooNNNeedle 22 Jun @ 9:58pm 
I 100% believe that anybody looking to play a scenario with unit creation enabled try and mix Arma Commander into their mission :)

I have posted an Arma Commander edit to my public workshop page, compiling the work of Anarch Cassius onto the workshop (right now it's a public build you can find on the official AC discord server, that has been abandoned and never added to the steam page). He greatly enhanced the multiplayer netcode and added a lot more options and versatility to the arma commander modules.

NR6-HAL is also a great tool for longer PvE scenarios, imo it offers a more competitive enemy commander, but it is also way more difficult to set up properly.
SpooNNNeedle 22 Jun @ 9:54pm 
You can set up an entire enemy faction using Arma Commander to get an engaging PvE experience, and then also set up fire support modules for yourself to make use of. They require points earned by taking Arma Commander objectives, so you can split your resources into Units and Fire Support.

Wargame provides far superior CAS tools, and if you want, you can bolster your own artillery capabilities through spawning artillery turrets with Wargame and using its dedicated fire support-radio modules too!
SpooNNNeedle 22 Jun @ 9:53pm 
I saw the comments talking about Arma Commander being a good addition to the mod and it genuinely makes the entire game five times better.

Mixing Arma Commander and Wargame objectives together is really fun. Arma Commander will spawn groups on the objective when an enemy is in a certain range, and it will deploy half of whatever force you put onto an objective as ai-disabled guards-- meaning you can fill up some buildings of your objectives for your AI or ground players to go in and clear.
This also means that you can set it up so that your own captured bases get defenders, so you aren't forced to split your units so much on defense and offense (completely optional, too, as you can also exclude your own side from getting base defenders).
Jacktheviper  [author] 19 Jun @ 1:00am 
@SpooNNNeedle
That's a very good observation actually, I'll think about the possibility of implementing that or a similar mechanic to achieve the same effect.
SpooNNNeedle 19 Jun @ 12:04am 
It would be nice if the redeploy option for objectives was optionally also a t/f setting for individual zeuses, especially in scenarios where a conventional force is fighting an irregular one.

Irregular factions tend to field less capable units than conventional counterparts, and in the case of something like a Vietnam-era scenario, wouldn't have access to airborne transport that the conventional faction would.

The option for irregular forces to be able to redeploy to objectives, whilst conventional forces must rely on other transport methods, would add some thematic nuance beyond what is currently possible! Conventional forces can play more into the technological advantages they have over their opponents, whilst irregular forces become much more maneuverable and capable of harassment as they begin to succeed on the battlefield.
PalaiogosTheGreat 17 Jun @ 5:54pm 
I found a weird bug, if I try and put an AI squadmate in a mortar, for some strange reason, it makes me lose squad command and gives it to the AI squadmate that I put in the mortar
Jacktheviper  [author] 14 Jun @ 2:04pm 
UPDATE:

-added new options to the Unit Cost Module to allow further customization of the Zeus Create Menu
*Faction Name; changes the name of the faction the unit belongs too; i.e. NATO
*Category Name; changes the name of the category the unit belongs too; i.e. Tanks

-added a new option to the Air Support Module, Paradrop
*sync an infantry group or vehicle to the Air Support Module together with a plane or helicopter, then check the Paradrop option
*when the Paradrop option is used during the game, the plane will fly over the target position and then release the units with parachutes
PalaiogosTheGreat 13 Jun @ 6:22pm 
So I have this enabled in the Overthrow Mission on Multiplayer. However, I become BLUEFOR instead of GREENFOR. How do I change that?
Jacktheviper  [author] 10 Jun @ 2:12pm 
@A.M.
The unit list won't show up properly if the Zeus Enhanced mod is enabled.

You can get Zeus points by setting up an Objective Area module, the options are 'Zeus points reward' and 'award victory points continuously'.
A.M. 10 Jun @ 3:37am 
oh i forgot. how do i make more money? thanks
A.M. 10 Jun @ 3:36am 
yo nice mod but after i created units both sides. I only have Infantry, no tank, no plane, no Helis. I follow exactly the video. When i go to "Empty" it still shows nothing.
Jacktheviper  [author] 8 Jun @ 2:59pm 
@drake but with a BBL
DLC and CDLC assets are beautiful.
femboydestroyer 8 Jun @ 12:19am 
why does your game look so good
Jacktheviper  [author] 3 Jun @ 6:05pm 
@Wolf'14
You need to synchronize the unit to a Wargame Zeus Init module.
Wolf'14 3 Jun @ 4:39pm 
hi, i tried to do a little PvE map by following the exact same steps as your video, but i can't make the unit go into zeus mode. I have the preparation timer going and also the combat phase but i am locked in the unit. Do i have to make something for me to play as zeus ?
Jacktheviper  [author] 31 May @ 7:24pm 
@Evil Muffin
Thanks for the nice words, I really appreciate it.
Evil Muffin 31 May @ 11:12am 
Just dropping in to say you have done an amazing job on this mod. Not just technically but the way you conceptualized the game features. You have a great mind for design. Really enjoying your work.
Jacktheviper  [author] 26 May @ 1:58pm 
@HighHack
You will be pleased to know that's exactly how aircraft works in the mod now, it was a recent update so the older missions don't feature air support, but you can find the Air Support Module in the Editor, you can set up cost, cooldown, max number of uses etc.
HighHack 26 May @ 12:58pm 
thanks a lot for answering, now i understand better the concept, if its like your missions, then the opfor controlled units will act as regular, and not in an RTS like way where they buy units and attack you ........anyway you did a marvellous job, and by the way, i dont know if you did it yet, but if aircrafts are hard to control and not so realistic to add without a proper carrier or airfield, you can just add money based virtual support, so that planes will be added like some additional bonuses like in some RTS games.... you will have the planes without the headache
Jacktheviper  [author] 24 May @ 4:27pm 
@HighHack
Yes, you can make PVE missions, you can set up the Zeus player in a similar way to the PVP mode and position enemy units with waypoints to create a scenario, it's like creating a normal scenario.

You can find examples of PVE scenarios in this list:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2932626341
HighHack 24 May @ 2:13pm 
hi, i saw on youtube how to make a PVP, is there a way to make PVE in order to play single player?