Arma 3
ZEUS WARGAME [RTS mod]
 This topic has been pinned, so it's probably important
Jacktheviper  [developer] 1 Mar, 2023 @ 9:49am
Mission making; questions and suggestions
This topic will be used to answer frequently asked questions about mission making as well as discussing mission design.
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Showing 1-15 of 66 comments
Jacktheviper  [developer] 1 Mar, 2023 @ 10:25am 
Originally posted by Onni:
If i want to make pvp rts mission when you capture zone you get reinforcements, how i can make reinforcements to be under player control? i can spawn reinforcements but they are not under my command


To add new units to the zeus control you need the 'addCuratorEditableObjects' function and it must be remotely executed on the server.
It will look something like this:

[(getAssignedCuratorLogic PLAYER_UNIT),[(units _GROUP), true]] remoteExec ["addCuratorEditableObjects", 2];

PLAYER_UNIT is the variable name you can assign to the player character in the editor.
_GROUP is the group of the units you want to add to that zeus player, you can get it from the function you used to create the group.
Last edited by Jacktheviper; 1 Mar, 2023 @ 10:26am
Onni 1 Mar, 2023 @ 11:06am 
Thanks a lot for help and this amazing mod! :steamthumbsup:
Onni 1 Mar, 2023 @ 12:10pm 
Originally posted by Jacktheviper:

[(getAssignedCuratorLogic PLAYER_UNIT),[(units _GROUP), true]] remoteExec ["addCuratorEditableObjects", 2];

Im sorry to bother you but i cant get this code working, im very limited with scripting and coding in arma but trying to learn.
Jacktheviper  [developer] 1 Mar, 2023 @ 12:55pm 
Originally posted by Onni:
Originally posted by Jacktheviper:

[(getAssignedCuratorLogic PLAYER_UNIT),[(units _GROUP), true]] remoteExec ["addCuratorEditableObjects", 2];

Im sorry to bother you but i cant get this code working, im very limited with scripting and coding in arma but trying to learn.

Don't worry, so do you have a sector control mission? Are you using the sector capture module?
Last edited by Jacktheviper; 2 Mar, 2023 @ 4:21am
Onni 2 Mar, 2023 @ 7:02am 
Yes im making prototype mission with 3 sectors and i want after capturing 1 i get reinforcements but i cant link reinforcements to add editable objects module.
Jacktheviper  [developer] 2 Mar, 2023 @ 2:54pm 
Originally posted by Onni:
Yes im making prototype mission with 3 sectors and i want after capturing 1 i get reinforcements but i cant link reinforcements to add editable objects module.

In the sector module there's a box called expression, when a sector is captured it will run the code that is in that box.
You can use it to change a variable or run a function.

You can use (_this # 1) inside that box to get the side that controls that sector.
Last edited by Jacktheviper; 2 Mar, 2023 @ 3:36pm
Miami 7 Mar, 2023 @ 1:37pm 
I Suggest Making Dynamic RTS matches.
Examples:

Skrimish : Where two Sides Have a limited number of reinforcement and it is Required to capture Specific Points in a randomized Places on the map.

Invasion: Two sides one attacker and other is Invader. where the attacker have Limited Number of Reinforcements to request as they advance into a Point that are Required to be Destroyed or captured behind enemy Lines. and Defender Have atleast 1 to 3 Minutes before the attacker start To attack so they get a chance to set up proper defences. (Quite close to PVP Zeus mod but more of Map Generated ones.)

AAS: Classic Gameplay of RTS mods or games, Basically start off with an HQ with handful amount of Resources/Points OR reinforcements to use on advancing into Enemy's HQ. the objective is basically taking out/destroying Enemy's HQ. or Capturing Airports for the ability to Produce/make Air force. while You're gaining Points every while you are able to Request more Military Units to aid in the battle.

Survival: Basically starting Point for a player like a city , a mountain/hill or Island where they have to Prepare A proper defences for the increasingly incoming Enemy Units, Basically endless Scenario For the player to Survive long enough.

Not sure if Suggestions are Too much for a mod but this may be they best ideas i got on My head.

Cheers.:steamthumbsup:
Jacktheviper  [developer] 7 Mar, 2023 @ 3:53pm 
Originally posted by Miami:
I Suggest Making Dynamic RTS matches.
Examples:

Not sure if Suggestions are Too much for a mod but this may be they best ideas i got on My head.

Cheers.:steamthumbsup:

Those are good suggestions, thank you, specially the survival mode, I have some plans for things like that, it will take some time as I implement all the gameplay mechanics and sort out all the bugs and issues first.
DomainExpansion 7 Mar, 2023 @ 9:12pm 
Also I am having trouble taking control of units, I did try unchecking the activate mod functions on the server and I made sure to overrite the client and mission but for some reason in the mission settings the activate mod functions is locked and I cant change it. When I try using the Zeus menu no modules pop up, any help is appreciated (I am playing the missions you made for the mod)
Jacktheviper  [developer] 8 Mar, 2023 @ 5:20am 
Originally posted by guestkiller2002:
Also I am having trouble taking control of units, I did try unchecking the activate mod functions on the server and I made sure to overrite the client and mission but for some reason in the mission settings the activate mod functions is locked and I cant change it. When I try using the Zeus menu no modules pop up, any help is appreciated (I am playing the missions you made for the mod)

Some of these missions have the unit creation menu locked, so it will appear empty even when you enable it.
You can go in the editor and make a mission with the zeus module to play as a normal zeus.
SGT. Kojak 11 Mar, 2023 @ 10:44am 
I'm very confused as to how the suppression feature works. I ordered my snip[er team to suppress a crew on the bottom of the hill they were sitting on. Once they were suppressed and killed, they kept shooting the position even though they were gone. I don't know how to get rid of the command, and they ended up putting a suppression marker on themselves.
Jacktheviper  [developer] 11 Mar, 2023 @ 11:21am 
Originally posted by SGT. Kojak:
I'm very confused as to how the suppression feature works. I ordered my snip[er team to suppress a crew on the bottom of the hill they were sitting on. Once they were suppressed and killed, they kept shooting the position even though they were gone. I don't know how to get rid of the command, and they ended up putting a suppression marker on themselves. [/quote]


Just tell them to CANCEL the action by pressing 'C' or by selecting the option in the 'T' menu.
Last edited by Jacktheviper; 11 Mar, 2023 @ 4:55pm
[TOC] Mr Kibbles 13 Mar, 2023 @ 12:41pm 
I had a question, I am part of an arma group, and I was planning on suggesting this mod to add to our list but I had a question, if we put the mod on our server, do the mission makers need the mod on individually, or will it be handled by the server and they wont need it on.
Jacktheviper  [developer] 14 Mar, 2023 @ 7:39am 
Originally posted by Mr Kibbles:
I had a question, I am part of an arma group, and I was planning on suggesting this mod to add to our list but I had a question, if we put the mod on our server, do the mission makers need the mod on individually, or will it be handled by the server and they wont need it on.

Anyone playing as zeus needs the mod.
Has anyone tried to integrate this mod with KP_Liberation? If so, how did you find it?
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