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View Code? Open in Web Editor NEWZeus enhancement mod for Arma 3
Home Page: https://zen-mod.github.io/ZEN
License: GNU General Public License v3.0
Zeus enhancement mod for Arma 3
Home Page: https://zen-mod.github.io/ZEN
License: GNU General Public License v3.0
Add teleport poles that players can use to teleport from one pole to any others, similar to Achilles.
These are fairly useful for letting players travel back and forth between positions.
A setting to set doors to "breachable" would be awesome! It's included in the vanilla game.
Arma 3 Version: 1.92
CBA Version: 3.11.2
ZEN Version: 1.1.0
Mods:
Zeus Enhanced 1.1.0
[SOB] BW EinsUstg v3.4.0
[SOB] SOBMod v5.0.0
Community Base Addons v3.11.2
Bundeswehr Mod Compatibility PBO v2.1-1
Bundeswehr Mod
Advanced Combat Radio Environment 2
Advanced Combat Environment Extras 3.4.2
Advanced Combat Environment 3.12.6
Description:
Steps to reproduce:
Where did the issue occur?
It seems that they pick any building in the given range.
Some strings like STR_ZEN_Common_Disabled
could be replaced with STR_A3_OPTIONS_DISABLED
It could be a very useful feature as you might want to be in the same area as the unit you just controlled.
Arma 3 Version: 1.92
stable
CBA Version: 3.11.2
stable
ZEN Version: 1.0.0
stable
Mods:
- CBA_A3
- ACE3
- RHS full
- 3cb BAF
- 3cb factions
- group in house weapons, uniforms content mod
- ZEN
Description:
Dismissing placement of custom zeus modules with right click not working as intended.
Noticed while implementing custom modules that selecting a module and then using right click to dismiss the placement/execution of it only opens the context menu. Clicking right click again dismisses both context menu and module placement.
Expected behavior would be context menu not opening and module placement being canceled.
Steps to reproduce:
Where did the issue occur?
Additional information:
Link to custom modules in question
https://github.com/diwako/fparma-mods/blob/zen_support/addons/ares/zenModules.sqf
A module which creates a target for Artillery to fire at. With a supporting module allowing artillery (or group of artillery) to fire at that target with spread pattern, rounds fired & how many artillery units will fire.
With the release of Contact, there are a lot of new objects like Rugged Tables, Multi-computers, solar panels, portable lights, server racks, cargo platforms and more. A lot of these objects have new Eden attributes that allow you to...
If these were accessible in Zeus somehow, it would make it much better to play around with these objects in different combinations, and would allow the Zeus to tell stories with no words or make a camp just feel a bit more immersive.
Majority of the times you'll be using the module not entering grid coords.
Using the Invisibility module will turn you invisible visually, but enemy AI can still target you and even try to shoot you as you're in the same faction as previously.
Perhaps it should move the invisible player or AI to the Civilian faction to avoid such situations?
In the vein of Achilles, a module that sees use fairly frequently by me is the Reinforcement module, allowing the selection of
The team providing the vehicle
The vehicle in question (And number of non-crew slots)
If the vehicle will remain at the drop point, or return from where it was summoned and despawn
Insertion Method (if from Helicopter/Plane, ie landing or paradropping or rappelling (via ACE or Adv. rappelling)
'Fill' team (BLU/IND/OP)
Unit fill. In Achilles, this is a maximum of 1 squad, chosen from Compositions of the team chosen.
Deployed unit behaviour (Safe/Aware/Combat)
This specifically required 3 modules in Achilles- LZ (Allowing multiple, and given individual names- This is where the vehicle lands/stops/etc, deploying units), RP (where said deployed units were told to move), and the actual Spawn Units module, which created the vehicle at the module location and gave it the tasking to perform said troop dropoff.
Personally I would like to see the option of non-composition selection, or more than 1 squad (as squad sizes are not always equivalent to transportation capability). This could also be the framework for a 'supply drop' module, another feature Achilles had, allowing AI drop of vehicles/containers, etc.
Useful module for rotating objects so you don't have to flip them with altitude and perhaps adding local flipping to visualize what it would look like would be incredibly useful but dunno how do-able it is.
When AI-piloted, the armed Blackfish (VTOL gunship) is useless to a Zeus player. It needs a dedicated CAS module that will force it to circle a target area counter-clockwise, at an appropriate combination of radius and ASL height that allows its gunners can track and fire on enemy units.
This is possible using Achilles, but only through a combination of Zeus actions on a vehicle that has already been placed:
It's tricky to initiate though. You need to apply both actions to an existing vehicle, but once it starts to move that gets frustratingly difficult. Once it's in the air forget it!
Default AI behavior can also prevent the desired outcome, i.e. despite setting the group behavior to "combat" the gunners don't seem to want to engage enemy infantry unless there are vehicles present - and then, they cease fire once the vehicle is disabled/destroyed. If Zeus intervenes by issuing an attack order, the loiter waypoint gets deleted and the pilot starts flying a "bombing run". At this point you may as well delete the plane and start over.
What I'd like to have at minimum is a single "Gunship CAS" module that spawns the Blackfish some ways away, has it fly to the target area and loiter for a predetermined time, firing on all targets of opportunity, and then exiting the AO before despawning. But even better: being able to adjust certain parameters of the CAS mission on the fly, ideally by double clicking a CAS marker on the ground or map (similar to these)...
...to access a menu where I can do the following:
From Pabstmirror in ACE3 Slack
Back in a3beta I did
selectUnit
on someone and controlled his unit while he could do nothing but watch from first person; about 10 seconds later his game crashed
alganthe said it no longer crashes, so that sounds like a great potential module
Great mod! I enjoy running it. However, I do have some suggestions on features that could be added. There are 2 main features I would love to see implemented. (1) is Bombing Run and (2) is CAS module for placed units so that you don't have to use modules that spawn and despawn and control when AI air assets will engage and what they will do.
Bombing Run:
This module, in my opinion, can enhance Zeus' ability to provide AI based CAS or present threat to the player base at a wider range. Or, it could be used to provide some cinematic experience for both Zeus and players. I was surprised that vanilla game didn't include this ability while the base game's campaigns utilizes this feature quite often in scripted instances such as in Adapt part of the East Wind campaign where the mission is to basically help pinned down squad, find the mortar observer and extract. Or, in the most recent application, just like in Contact DLC's mission.
CAS module for Zeus/Editor placed aerial assets:
This module, if implemented, will allow Zeuses to have greater control/option over what role air assets in the mission will play and what sort of threat those air assets possess to player base. This, in theory, should give the air assets more diverse roles (such as anti-air, then anti-ground) and relieves Zeus user from having to rely on spawn-despawn CAS modules or AI's chance to attack the desired area or target. And Zeuses can use this module to keep the players moving, inflict limited casualty as opposed to 0 casualty to mass casualty when relying on AI attacking them, and allow Zeuses to give more immersive CAS for players.
An option to disable the Zeus Animation would be very welcome (if at allpossible).
Another Achilles feature that is greatly appreciated- Upon doubleclicking a unit to get to the attributes tab, there was also an exec box to run code on a given unit. Something like this would be greatly appreciated, particularly with the ability to bookmark/favorite specific things. Achilles had a 'last used' tab, and while it was greatly useful, it was a little limited as it only stored a set quantity of ran codes.
Could be useful to attract player attention or scare them a bit. Or when you make a unit suicidal, I dunno but it could be useful.
This occurs in vanilla Zeus as well, and I'm doubtful it can be fixed but I'm creating an issue here to maybe start work on a fix, if possible.
The issue leaves the Curator in an infinite loop of the Curator interface trying to start but it then closes and the map (with the position/loadout options selected) appears but then quickly disappears. And this behaviour continues until the Curator is forced to exit the game via ALT-F4 or in some other way ending the process.
Perhaps a Feedback tracker ticket could be created as well.
e.g. when wanting to have a formation of two F-18 for the flyby.
Not sure if it is possible, tho i would be pretty cool if custom modules would show up in the "Recent" (star) tab after use like all the other modules.
As currently the garrison is quite wonky it doesn’t help that the minimum range is 50. Advisable for it to start at 1 or 5.
Ares had a CopyPaste
dialog that was a huge text box used to copy or paste text from
Zen 1.1.0
when clicking with the Create IED module on the ground one sees the message "Place on a unit" though it requires an object rather than a unit.
Possibility to create context menu entries in description.ext.
Right now it is only possible via mod config to add new actions, would be cool to do so on mission level as well, would add more flexibility.
Arma 3 Version: 1.92
CBA Version: 3.11.2
ZEN Version: 1.1.0
Mods:
Zeus Enhanced 1.1.0
[SOB] BW EinsUstg v3.4.0
[SOB] SOBMod v5.0.0
Community Base Addons v3.11.2
Bundeswehr Mod Compatibility PBO v2.1-1
Bundeswehr Mod
Advanced Combat Radio Environment 2
Advanced Combat Environment Extras 3.4.2
Advanced Combat Environment 3.12.6
Description:
Steps to reproduce:
Where did the issue occur?
Additional information:
This would essentially be the same behaviour as found in Achilles. You press a keybind on a selected vehicle/unit and it deploys countermeasures/throws a smoke grenade.
Just a really minor request, would you mind offsetting the position of the right click menu so you have to intentionally mouse over options to select them?
I've had a few instances of accidently opening the menu without meaning to, instinctively left clicking to dismiss it and subsequently teleporting myself into the middle of the enemies and getting shot by a few dozen opfor at once (admittedly, it was bloody funny when I realised what happened).
Whenever there's time in your schedule, shifting the menu popup to be a little bit further down and right would be appreciated.
Maybe you try add module where we can give non ambient animations (custom animations, etc) for our soldiers
Mods:
- CBA_A3
- ZEN v1.1.0
- Achilles v1.2.2
Description:
Achilles, which is another Zeus enhancement based on the outdated Ares, has a slight compatibility issue with ZEN in terms of the UI Modification ZEN does on Zeus, where the Achilles footer in the 'Create' menu becomes a bit wonky. See the attached image.
Essentially something like the ammo box dialog, but without the tabs on the top. Could be used, for instance, for filling a vehicle with multiple groups in a reinforcement module.
Since it is possible to hide empty vehicles on the empty side, would it be possible to use 3den's mechanic to place empty vehicles?
That is by holding "alt" during the placement of the vehicle. It would the just spawn the vehicle without crew.
I am aware that there is the crew toggle, tho it would streamline interactions you'd know when using the 3den editor and now zeus,
Arma 3 Version: Stable
CBA Version: Stable
ZEN Version: Stable
Mods:
@ace;@ACEX;@ACE_3_Extension;@ACE_Compat_RHSAFRF;@Task_Force_Arrowhead_Radio;@ACE_Compat_RHSUSAF;@ZEN;@Advanced_Sling_Loading;@Advanced_Towing;@ASR_AI3;@BackpackOnChest;@Blastcore_Edited;@Boxloader_ACE_compatability;@BoxLoader_Vehicle_in_Vehicle_loading;@CBA_A3;@Diwako_ACE_Ragdolling;@dzn_Extended_Jamming;@Enhanced_Movement;@FFV_for_Quadbikes;@GRAD_Trenches;@ILBE_Assault_Pack_TFAR;@Immersion_Cigs;@JSRS_RHS_Vehicles_Sound_Patch;@JSRS_SOUNDMOD;@JSRS_SOUNDMOD_RHS_AFRF_Mod_Pack;@JSRS_SOUNDMOD_RHS_GREF_Mod_Pack;@JSRS_SOUNDMOD_RHS_USAF_Mod_Pack;@MGSR;@Multi-play_Uniforms;@NSS_Admin_Console;@Project_OPFOR;@Radio_Animations;@RHSAFRF;@RHSGREF;@RHSSAF;@RHSUSAF;@ShackTac_User_Interface;@Vanilla_smoke;@ZEC_Zeus_and_Eden_Templates;@ACE_Compat_RHSGREF;@suppress;@immerse;@KP_Ranks;@VSM;@adv_medical;@CUP_Terrains;@CUP_Terrains_CWA;@CUP_Terrains_Maps;@ACE_VSM;@gear_functions;@dzn_arty;@pmc_cars;@KATMEDICAL;@CUP_ACE_Terrains;@swu_immersion;@vcom;@rhsextra;@sps;@beketov;@mdf;@soundscape
Description:
Ambient flyby does not work
Steps to reproduce:
Attempt to use ambient flyby
Where did the issue occur?
Additional information:
Doesn't work with modded or unmodded files
RPT log file:
Unavailable
As much as @CreepPork might gut me for this... 😆
It would be nice to be able to use the task icons that Eden has in the Custom Objective module in Zeus. It would help the game master better emphasize their tasks and allow players to much more easily understand their task at a glimpse.
They will rotate back to their original position. Mostly seems to happen to units that are garrisoned near windows.
It would be a nice touch to get some feedback if those modules did anything to the user. The simple showMessage function could be called.
The one thing I will say that spurs me to use this over anything else- The cargo tab/inventory for boxes has EVERY ITEM, unlike vanilla/achilles, and a goddamn search bar, with every tab. Hallelujah.
However. It can't be used to list certain items as available in a virtual arsenal, as per vanilla (or, not as far as I could see?) I'd love this functionality to exist, be it normal BIS arsenal (if not otherwise possible...) or ACE arsenal
It's been my biggest gripe forever with Arma 3, and particularly as Zeus, that I'd like to offer options for equipment to my unit, but not force loadouts on them, and still give them an arsenal, without it being totally unlimited, or needing frankly ridiculous amounts of work.
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