武装突袭3

武装突袭3

Zeus Deck Boss
44 条留言
TeTeTe3  [作者] 3 月 20 日 上午 5:40 
I'm not sure right now. It should do no harm running it client and server side, but I don't remember how well I tested client side only back in the day.
Illu 3 月 18 日 下午 1:41 
client side only?
TeTeTe3  [作者] 2023 年 4 月 3 日 上午 2:44 
scoop, just pushed an update for this, thanks for the notification!
scoop 2023 年 4 月 3 日 上午 1:28 
could you have it compatible with the pracs carrier?
TeTeTe3  [作者] 2023 年 4 月 1 日 上午 1:10 
Update pushed, I tested it a while a custom code in a mission now and found it working. Thanks to ampersand for the suggestion to use AGLToASL screenToWorld getMousePosition
Garuda XIII 2023 年 3 月 21 日 下午 9:39 
Take your time!
TeTeTe3  [作者] 2023 年 3 月 21 日 下午 9:08 
It seems that the mod is not working reliably any longer. I'm using lineIntersectsSurfaces in the mod and this does not return the carrier objects reliably currently. I hope I find a solution for this.
Garuda XIII 2023 年 3 月 9 日 下午 7:17 
What a chad, thank you!
TeTeTe3  [作者] 2023 年 3 月 9 日 上午 4:15 
@scoop and @Garuda: Support for Atlas LHD and FLK Hermes added.
Garuda XIII 2023 年 3 月 7 日 下午 1:34 
Hi there! Would it be possible to get it working with this LHD remastered mod? https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1737598604&searchtext=LHD
scoop 2023 年 2 月 1 日 上午 1:18 
could you make this work with the HMS hermes in FLK ships?
TeTeTe3  [作者] 2022 年 6 月 7 日 下午 6:15 
Not a dumb question at all, can you point me to the Steam Workshop for it?
DigitalVagrant [ZF] 2022 年 6 月 7 日 下午 2:15 
Might be a dumb request, but can this support Aircraft carrier Ulyanovsk?
Woody 2021 年 9 月 7 日 上午 8:17 
Thank you!
TeTeTe3  [作者] 2021 年 8 月 12 日 上午 11:21 
@Akin, thanks for the kind words.
Zeus Deck Boss updated to support CVA-31 Bon Homme Richard and USS Liberty.
Woody 2021 年 8 月 12 日 上午 10:46 
can you optomise it so it works on the USS liberty? All around great mod and super helpful, thank you so much!
klausman 2020 年 8 月 9 日 上午 3:53 
So I tried this, with the init string in the Logical Entity's init (with `this`), and it doesn't seem to do anything. AIUI, doing that way is equivalent to the qZeus/pZeus call in init.sqf.

I also tried the init string in the Gamemaster module (the b/w hex icon), same deal.
FriendlyCanadian 2020 年 2 月 18 日 下午 1:17 
Clientside yes?
TeTeTe3  [作者] 2019 年 8 月 22 日 下午 12:48 
@Kronovan very hard to remote debug this. Can you share your mission file somehow?
Kronovan 2019 年 8 月 19 日 上午 8:38 
@TeTeTe3 The map for which I placed the event handler in the Zeus GM's init box was Altis. So the same map your scenario and script files are working fine for. I always launched Zeus from the Eden Editor though and never published my script, so could that possibly be the difference?
TeTeTe3  [作者] 2019 年 8 月 19 日 上午 3:00 
@Kronovan can you let me know which maps you try? I can see to test on them and see if there's a problem with the script.
Kronovan 2019 年 8 月 19 日 上午 12:25 
@TeTeTe3 Thanks for the reply. I did try earlier what you mentioned, but it didn't work reliably - sometime the aircraft could be placed on the carrier deck, sometimes they'd get placed under. Only your scenario and init script seem to work reliably. So whatever you did in you did in those 2 files is the approach I want to take with other maps.
TeTeTe3  [作者] 2019 年 8 月 18 日 下午 1:46 
@Kronovan, it's basically written in the description of the mod:

For this you need to add an event handler to the game master object. Add the following line to the game master init box:

this addEventHandler ["CuratorObjectPlaced", ttt_curatorcv_fnc_place];

So you need player, a zeus game master object and place the above line in the init box. Good luck.
Kronovan 2019 年 8 月 18 日 下午 12:12 
I downloaded the scenario with the init.sqf and the mission.sqm and this mod is working very well for me. What would be required, or how do you go about making it work for a different map other than Altis?

Would it just be a matter of placing the USS Freedom on another map and a P & Q player on it and then linking the P & Q player to the Zeus master object? And then copying that init.sqf into the new map scenario folder?
Unfortunately, I don't know how to navigate a mission.sqm file much at all, so if there's some settings in it that are critical to making this work, I wouldn't recognize them if I read them.
TeTeTe3  [作者] 2019 年 4 月 12 日 上午 9:27 
I don't think it can be fixed, please make do with it for the time being.
fire-39_1 [3d MRB] 2019 年 4 月 12 日 上午 7:33 
is that a bug that can/will be fixed or do we just have to deal with it?
TeTeTe3  [作者] 2019 年 4 月 12 日 上午 7:29 
Try from a top down view and see if it works better, hopefully it will.
fire-39_1 [3d MRB] 2019 年 4 月 12 日 上午 7:13 
Yes objects were placed at the angle showed in the screenshot.
TeTeTe3  [作者] 2019 年 4 月 12 日 上午 6:56 
Did you use an angled camera when placing? I only tested it with a vertical view on the deck.
fire-39_1 [3d MRB] 2019 年 4 月 12 日 上午 6:42 
Still need to test in multiplayer.
fire-39_1 [3d MRB] 2019 年 4 月 12 日 上午 6:41 
Seems to be working now however most ground vehicles are spawned above the pointer and all helicopters and planes are spawned below (in relation to the Zeus camera) both vehicles were placed where the guy is standing: https://steamuserimages-a.akamaihd.net/ugc/954109468819825423/9273876CBE3F38A256754F7098C37FDED83E0F71/
TeTeTe3  [作者] 2019 年 4 月 11 日 下午 12:01 
@fire-39_1, thanks for the update! It is indeed broken, but I found a work around:
https://tetet.de/arma/arma3/nimitz/missions/zeusNamedDeckBoss.Stratis.7z
I've added a init.sqf file where the Zeus is tied to the eventhandler instead of using the Zeus module init box. The Zeus module is named pZeus and qZeus, for players named p and q. That seems to work in single player with two Zeus (playable). Please test in multiplayer with multiple Zeus and report back!
fire-39_1 [3d MRB] 2019 年 4 月 9 日 上午 10:48 
Played around with your mission and it worked until you assign an owner to the Game Master module then it breaks it and spawns a destroyed vehicle at the bottom of the ocean, Do you know of a way around this? For our purposes we need multiple Game Masters and assigning an owner is the only way I know how to use it in such a way. Thanks for you time.
TeTeTe3  [作者] 2019 年 4 月 9 日 上午 9:58 
@fire-39_1 , can you try this mission and see if it works for you: https://tetet.de/arma/arma3/nimitz/missions/deckboss.Stratis.7z Also, can you share your mission so we can see what's going wrong?
fire-39_1 [3d MRB] 2019 年 4 月 9 日 上午 7:30 
yes in the Zeus modules' init.
TeTeTe3  [作者] 2019 年 4 月 8 日 下午 5:50 
@fire-39_1 , where did you add the line? Was it to the Zeus module?
fire-39_1 [3d MRB] 2019 年 4 月 2 日 上午 11:21 
Didnt work for me, got this error when loading into the template. No other mods were loaded. https://steamuserimages-a.akamaihd.net/ugc/911324212983148495/2B1C78700A4CC2B2B014437A967E1A50FF5A2B2A/
All I can think about Is you 2018 年 9 月 18 日 上午 4:48 
Is it a movable ship?or can you make it movable?
TeTeTe3  [作者] 2018 年 5 月 6 日 上午 10:58 
do you load any other mods? Maybe there's a conflict.
BOT 2018 年 5 月 6 日 上午 5:08 
dosent work
Feint 2018 年 4 月 19 日 下午 6:09 
Nice. If you still get planes exploding after placing them, can you add some variation of:

// SCRIPT.sqf
_entity = _this select 0;
_entity allowDamage false;
sleep 3;
_entity allowDamage true;

// ADDED TO YOUR MOD
this addEventHandler ["CuratorObjectPlaced", {
params ["_curator", "_entity"];
[_entity] execVM "script.sqf";
}];


I don't know if that would work, but just an idea.
m1si 2018 年 4 月 15 日 上午 7:42 
it dosent work for me
Bill Red 2018 年 4 月 8 日 上午 3:54 
awesome