Arma 3
Crows Zeus Additions
352 Comments
Dive 18 Sep @ 3:19pm 
I have another suggestion about the PingBox and how to combat impatient players saturating the PingBox by spam-clicking the ping button. I think this one is within my coding capabilities so I've opened a pull request:
https://github.com/Crowdedlight/Crows-Zeus-Additions/pull/110

Please consider it for merging, I would be honored to contribute to such an awesome mod.
Dive 18 Sep @ 2:33pm 
Thank you! A whole scrollbar might be an overkill. I think it could be done simpler (disclaimer - I'm not that good in Arma coding).

It seems like in crowsza_pingbox.pbo/ui/pingboxGui.hpp there is this line:
h = QUOTE(0.066 * safezoneH);
To me it reads like the height of the pingbox is tied to a hardcoded constant.

What I imagine is maybe an extra CBA setting under Crows Additions/PingBox that would say something like "Number of pings to show" with values between, say, 3 and 7.

Based on the value chosen maybe the constant 0.066 could be replaced with a different, higher value that would make room to fit more pings? This is where I get speculative because I haven't worked with GUI much.

Also, I guess fnc_addEntryPingBoxHUD.sqf would need to be modified since this part is also hardcoded to a limit of 3:

if (count GVAR(ping_list) >= 3) then {
GVAR(ping_list) deleteAt 2;
};
Crowdedlight  [author] 17 Sep @ 11:50am 
@Dive Thanks for the kind words!
I think that could be possible. I am currently out-of-country with work. But can take a look at it when I am back home. I can't remember if its just to increase the limit, or there was another reason I limited it.
Arma GUI is not the most fun to work with, so might have had issues there and not been able to do scrolling. But I will check it out and see what is up when I get home
Dive 16 Sep @ 11:43am 
This mod is a godsend! Arma has become literally unplayable without it, tysm!
One of the features that I'm constantly using is the PingBox. It's super convenient. The problem is it only fits the last 3 pings. I'm hosting an RP campaign and by the nature of it I'm often busy and can't respond to pings immediately. Unfortunately it also means that the older pings get quickly erased by the new ones.

If I may make a feature request, would it be possible to add a "number of saved pings" setting to the settings menu? So that it would be possible to store not 3 but 5-7 last pings? That would be super useful.
Sora 31 Aug @ 8:29pm 
Sorry for the delay, thank you very much!
Crowdedlight  [author] 31 Aug @ 12:02pm 
@Sora, I added it in this PR: https://github.com/Crowdedlight/Crows-Zeus-Additions/pull/109

So will be part of next release.
Sora 31 Aug @ 4:48am 
That would be great, can even default to not allowing zeus (e.g. I have to check it) But an option to include zues (in any capacity) would be amazing
Crowdedlight  [author] 31 Aug @ 4:44am 
@Sora
Could potentially add a checkbox on the module dialog, so you can checkbox "include zeus" just as you can choose airdrop etc ?

But it would then include all zeus', not just yourself. Would that work?
Sora 31 Aug @ 4:13am 
Any chance "Resupply Player Loadouts" can be modified to allow zeus? I often play and zeus at the same time, and i dislike that it skips me. Could a simple CBA option be added to toggle include/exclude of zeus?
Piligrim 17 Jun @ 10:41am 
@Crowdedlight big thx to you
Crowdedlight  [author] 17 Jun @ 10:18am 
@Piligrim no worries. It is clientside, so is usable just having it on the zeus, without it being on other clients and server.

There is a few small features that only works if its loaded on all clients. Like the module that makes a scroll-wheel option for "teleport 2 squadmate" on an object. Players running up to it and using it, will only get the gui and actually be teleported if they have the mod loaded.

But the right-click option for zeus will still work perfectly fine. I actually think that is the only thing that does not work, everything else has been designed to only be loaded on the zeus, not on anyone else.
Piligrim 16 Jun @ 3:34pm 
Sorry for the stupid question, I'm new. Can this mod be used only by Zeus (without connecting it on the server) or should it be on the server, clients and Zeus?
Crowdedlight  [author] 12 Apr @ 5:10pm 
@godgutten. Thanks! If zeus broke for all of you, then the .rpt of the players where zeus broke would probably be enough to see what is going on. Should be available at: "C:\Users\crow\AppData\Local\Arma 3"
Replace "crow" with your computers username, or just use "%localappdata%\Arma 3"
godgutten 12 Apr @ 2:01pm 
@Crowdedlight Sorry I have not had time. We only play once a week. I will get it posted next week since i cant get a RPT file before then. I did look for the RPT from last op but its not saved only the normal logs. But no RPT. I wil post mine in the same post as @DarkXess and if he have not posted it then il make a new post for it!
Crowdedlight  [author] 12 Apr @ 9:24am 
Thanks!
5tratz 12 Apr @ 7:23am 
@Crowdedlight - Yup sorry, had some RL issues to deal with, if @godgutten does so then I will reply to his with my info in due time, if not I will make it once I'm free again.
Crowdedlight  [author] 12 Apr @ 5:38am 
@godgutten Please make an issue on github and attach the rpt, or just give me a link to the rpt from pastebin here or something.

We are not currently experiencing any issues using this mod on our server. I need an .RPT log to be able to see what might be going on, as I can not reproduce this on my own.

DarkXess never made an issue, so have had no chance to figure out whats causing it and how to fix it.
godgutten 11 Apr @ 3:45pm 
My unit has the same problem as DarkXess. Finaly found the mod that broke zeus after 30 min after server restart
5tratz 3 Apr @ 1:15pm 
Hey, using it with both up-to-date required mods plus a few other mods, but none other for ZEUS. Thanks for the reply, I will put up a issue on GitHub.
Crowdedlight  [author] 3 Apr @ 1:12pm 
@DarkXess Please make an issue here and share your RPT, so I get a chance to see if its my mod causing it. https://github.com/Crowdedlight/Crows-Zeus-Additions/issues

Does the issues also appear when only this mod, CBA3 and Zeus Enhanced is loaded?

We are using this mod in the community together with ACE, and have had no problems adding/removing editable objects, taking control of units or adding arsenals.

And just tested with our usual modpack and this mod right now, and I did not encounter any of those issues. So I need some more detail to figure out what might be going wrong?
5tratz 3 Apr @ 12:15pm 
Sorry, had to remove this due to a few conflicts I came across.

- Can no longer add/remove editable objects.
- Can no longer take control of a unit.
- Can no longer add Arsenal on a selected player.
LostFade 14 Mar @ 5:48pm 
Weird I try tobadd it as a object but wont
Crowdedlight  [author] 13 Mar @ 9:39am 
If you mean how to get out of the tool, then ESC will quit the tool. SPACEBAR will deselect the start point, so you can select a new start point. R will open the menu to select a new item to use.
Crowdedlight  [author] 13 Mar @ 9:38am 
@LostFade, like all other items you place from editor. Select the editable-icon of it and hit delete?

If they don't show up with that icon, you might have different default settings for Zeus Enhanced. However you can then right-click and select "add editable objects" from the menu and add them.
LostFade 12 Mar @ 8:04pm 
If you use draw build how can I delete it
Crowdedlight  [author] 11 Mar @ 8:08am 
@Crispy
Do you have Zeus Enhanced and CBA3 loaded? Both of those needs to be loaded both on server and on client.

You might have to ensure your zeus modules are set to "unofficial addons" too in the editor, and not just "offical" ones.
Crispy 10 Mar @ 6:10pm 
Made this mod allowed on my public server but when I or any other Zeus loads in, we do not see ANY modules be available or pop up. We can't figure out why :/
Crowdedlight  [author] 12 Feb @ 3:30pm 
@Sora Thanks for the report. I have fixed it on latest develop now. Will come out with next release.
Sora 10 Feb @ 1:59am 
I've been getting the following error when I right click waypoints

https://imgur.com/a/YkVRiUB
Crowdedlight  [author] 14 Nov, 2024 @ 10:47am 
I am not touching their teleport function at all, so that is a question for ZEN.

Looking at ZENs code for their teleport player module, then they include spacing between players so players will be teleported into a grid to not collide with eachother:
https://github.com/zen-mod/ZEN/blob/master/addons/modules/functions/fnc_moduleTeleportPlayers.sqf#L38-L48

Is that what you experience and see? Because then it is seemingly by design. Having my mod loaded should not change anything about their modules.
Beachhead 14 Nov, 2024 @ 10:39am 
Teleport Players, i used it every time when playing with my group and it always scatters everyone.
Crowdedlight  [author] 14 Nov, 2024 @ 10:22am 
I can only find two modules with teleport from ZEN. There is a "Teleport Players" module, and a "Create teleporter".

When testing the "Teleport Players" module it seems to just teleport the player to the spot clicked with no scatter applied.

https://i.imgur.com/aBFkuWP.jpeg

So I am not quite sure what "teleport zen module" you use?
Beachhead 14 Nov, 2024 @ 10:02am 
With Crows loaded, the zen teleport module automatically does a scatter teleport.
Crowdedlight  [author] 14 Nov, 2024 @ 9:30am 
Not sure what you mean? The "scatter teleport" module under "Crows Zeus Addons" will always scatter teleport. I am not modifying the ZEN teleport module at all.

Could you be more specific in terms of what you mean?
Beachhead 13 Nov, 2024 @ 8:30pm 
Is it possible to turn off the scatter teleport option? Even using the regular teleport module it does scatter teleport. I've looked for a cba option but I don't see one to disable it. Thanks.
Apache 30 Oct, 2024 @ 10:04am 
Ahhh okay thankyou for the response
Crowdedlight  [author] 30 Oct, 2024 @ 8:20am 
@Apache

Hi there. Sorry. that is not an option. I am using hemtt as build system that does not allow that, besides the best practice is to update the key on each release to ensure all clients are running the same version of the mod. Which is important even though it is clientside, as there is code that can intereact between multiple zeus' all running this mod. So if they were running different versions it could break stuff.

Apologies for the multiple releases in a row here recently, but had to get a hotfix out as some bugs had sneaked into the earlier release.
Apache 30 Oct, 2024 @ 6:45am 
Hey Crowdedlight, got a suggestion
Can you just make 1 universal keys? and not change every update
Thankyou
SpaceGhost 24 Oct, 2024 @ 7:29am 
I personally would love that. I use the resupply as a quick reward for my guys when we make some kind of significant process or complete a piece of the overall mission. I have to manually add stuff for me each time, which takes time and takes us out of the gameplay for a bit.
Crowdedlight  [author] 23 Oct, 2024 @ 12:30pm 
Hi Spaceghost

That was by design to avoid the Zeus having to ensure what loadout they had to avoid odd items being part of it.

Could add a box to include Zeus of wanted?
SpaceGhost 23 Oct, 2024 @ 7:31am 
Hi! Love the mod, super useful! For the Resupply, was Zeus intentionally left out or was that a limitation? Would it be possible to add a checkbox to include the player who is also Zeus?
Landric  [author] 12 Sep, 2024 @ 9:26am 
@luika if your character is a Zeus, yes - just enter zeus, right click on your character, and choose "Heal".

(If you're not a zeus, there's an ace setting that lets you become a zeus mid-mission)
luika 12 Sep, 2024 @ 7:54am 
can i use this mod to recover my injuries in ace mod? Don't have to rely any ai to help me? Because i always play in singleplayer, thanks
Soren Mercer 17 Jul, 2024 @ 5:30pm 
@Crowdedlight, @Landric Sounds awesome guys, thank you so much for looking into this for me. Take your times, don't go stressing yourselves out on my account.
Crowdedlight  [author] 17 Jul, 2024 @ 6:08am 
@Soren Mercer

I have increased the limit in the next release. Not as high as 5km between each player, but should be higher. And Landric said he might look at make the limit be based on map size, but we will see.

I am currently on vacation abroad, but within a few weeks I would probably get the last pull-requests reviewed and merged in, and get a new release published.
Soren Mercer 11 Jul, 2024 @ 5:04am 
@Landric, Good to remember, not that I ever actually got it to work with the changes regardless.
Landric  [author] 3 Jul, 2024 @ 7:27am 
@Soren Remember, the value is the spacing between players, not the total distance. So if you had 6 players with a 10km spacing, then they'd be in a line 50km end-to-end!

Avoiding water or enemy positions is an interesting idea though
Soren Mercer 24 Jun, 2024 @ 2:20pm 
@Crowdedlight, I was basically just adding a zero to the existing limit for starters, but I figure something like a 10km max might be good, should cover the primary of most maps. I'm curious if you're also able to add in a filter to avoid placing people in water or near to enemy positions, as well?
Crowdedlight  [author] 24 Jun, 2024 @ 2:06am 
@Soren, I can just increase the limit for the next release. The current 500m was just what I thought made sense back then.

What would be a good maximum? 3km? 5km?
Soren Mercer 23 Jun, 2024 @ 10:13pm 
So, I'm trying to set something up for my group, but I want them to be scattered across a much, much, much larger area than the 500m distance that the scatter teleport currently allows...

I've poked a little and thought I found where I'd make that change in the scatterteleportzeus.sqf file, added just one zero to a line, and after repacking it, not touching anything else, the mod seems to lose track of the preStart.sqf file, somehow. So clearly, I'm not doing things correctly.

I don't suppose I could ask about what I could change instead, could I? Or would that be rude?