Arma 3
Zeus Deck Boss
44 Comments
TeTeTe3  [author] 20 Mar @ 5:40am 
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 18 Mar @ 1:41pm 
client side only?
TeTeTe3  [author] 3 Apr, 2023 @ 2:44am 
scoop, just pushed an update for this, thanks for the notification!
scoop 3 Apr, 2023 @ 1:28am 
could you have it compatible with the pracs carrier?
TeTeTe3  [author] 1 Apr, 2023 @ 1:10am 
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 21 Mar, 2023 @ 9:39pm 
Take your time!
TeTeTe3  [author] 21 Mar, 2023 @ 9:08pm 
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 9 Mar, 2023 @ 7:17pm 
What a chad, thank you!
TeTeTe3  [author] 9 Mar, 2023 @ 4:15am 
@scoop and @Garuda: Support for Atlas LHD and FLK Hermes added.
Garuda XIII 7 Mar, 2023 @ 1:34pm 
Hi there! Would it be possible to get it working with this LHD remastered mod? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1737598604&searchtext=LHD
scoop 1 Feb, 2023 @ 1:18am 
could you make this work with the HMS hermes in FLK ships?
TeTeTe3  [author] 7 Jun, 2022 @ 6:15pm 
Not a dumb question at all, can you point me to the Steam Workshop for it?
DigitalVagrant [ZF] 7 Jun, 2022 @ 2:15pm 
Might be a dumb request, but can this support Aircraft carrier Ulyanovsk?
Woody 7 Sep, 2021 @ 8:17am 
Thank you!
TeTeTe3  [author] 12 Aug, 2021 @ 11:21am 
@Akin, thanks for the kind words.
Zeus Deck Boss updated to support CVA-31 Bon Homme Richard and USS Liberty.
Woody 12 Aug, 2021 @ 10:46am 
can you optomise it so it works on the USS liberty? All around great mod and super helpful, thank you so much!
klausman 9 Aug, 2020 @ 3:53am 
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 18 Feb, 2020 @ 1:17pm 
Clientside yes?
TeTeTe3  [author] 22 Aug, 2019 @ 12:48pm 
@Kronovan very hard to remote debug this. Can you share your mission file somehow?
Kronovan 19 Aug, 2019 @ 8:38am 
@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  [author] 19 Aug, 2019 @ 3:00am 
@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 19 Aug, 2019 @ 12:25am 
@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  [author] 18 Aug, 2019 @ 1:46pm 
@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 18 Aug, 2019 @ 12:12pm 
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  [author] 12 Apr, 2019 @ 9:27am 
I don't think it can be fixed, please make do with it for the time being.
fire-39_1 [3d MRB] 12 Apr, 2019 @ 7:33am 
is that a bug that can/will be fixed or do we just have to deal with it?
TeTeTe3  [author] 12 Apr, 2019 @ 7:29am 
Try from a top down view and see if it works better, hopefully it will.
fire-39_1 [3d MRB] 12 Apr, 2019 @ 7:13am 
Yes objects were placed at the angle showed in the screenshot.
TeTeTe3  [author] 12 Apr, 2019 @ 6:56am 
Did you use an angled camera when placing? I only tested it with a vertical view on the deck.
fire-39_1 [3d MRB] 12 Apr, 2019 @ 6:42am 
Still need to test in multiplayer.
fire-39_1 [3d MRB] 12 Apr, 2019 @ 6:41am 
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://gtm.steamproxy.vip/ugc/954109468819825423/9273876CBE3F38A256754F7098C37FDED83E0F71/
TeTeTe3  [author] 11 Apr, 2019 @ 12:01pm 
@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] 9 Apr, 2019 @ 10:48am 
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  [author] 9 Apr, 2019 @ 9:58am 
@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] 9 Apr, 2019 @ 7:30am 
yes in the Zeus modules' init.
TeTeTe3  [author] 8 Apr, 2019 @ 5:50pm 
@fire-39_1 , where did you add the line? Was it to the Zeus module?
fire-39_1 [3d MRB] 2 Apr, 2019 @ 11:21am 
Didnt work for me, got this error when loading into the template. No other mods were loaded. https://gtm.steamproxy.vip/ugc/911324212983148495/2B1C78700A4CC2B2B014437A967E1A50FF5A2B2A/
All I can think about Is you 18 Sep, 2018 @ 4:48am 
Is it a movable ship?or can you make it movable?
TeTeTe3  [author] 6 May, 2018 @ 10:58am 
do you load any other mods? Maybe there's a conflict.
BOT 6 May, 2018 @ 5:08am 
dosent work
Feint 19 Apr, 2018 @ 6:09pm 
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 15 Apr, 2018 @ 7:42am 
it dosent work for me
Bill Red 8 Apr, 2018 @ 3:54am 
awesome