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Zeus enhancement mod for Arma 3

Home Page: https://zen-mod.github.io/ZEN

License: GNU General Public License v3.0

C++ 4.28% SQF 73.31% Python 6.23% Pawn 16.18%
arma arma3 hacktoberfest mod sqf zen zeus

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zen's Issues

Feature Request: Place empty vehicle when pressing ALT during placement

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,

Feature Request: Create/Edit Intel

There should be an ability to create intel where it will spawn in a type of intel to collect such as a laptop, notes, documents etc. Moreover, editing an object already to have intel such as a car or a device.
CreateEdit Intel

Zeus Interface gets stuck in infinite loop trying to open when respawnOnStart = 1

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.

Feature Request: Exec line

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.

Bug: Attach flag dropdown list not clickable

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:

  • The options in the "Attach Flag" dialog are not clickable. The only working navigation for me is using the arrow keys on the keyboard

Steps to reproduce:

  • Open Zeus
  • Activate the Attach Flag module
  • Click on a unit with it
  • Try to select a flag by clicking on it

Where did the issue occur?

  • Dedicated

Additional information:

b19afcca3375eb7d5d61d5b494ea77da

Feature Request: Select Unit

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

Feature Request: Advanced Weather Change

Instead of the Vanilla Zeus module in which you can just apply rain, overcast suddenly. There should be a module to allow for a smoother transition over to new weather. Such as increase in rain, overcast increases over a period of time.
Advanced Weather Change

Feature Request: Teleport Poles

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.

UX discrepancy with context menu

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:

  • Context menu of an unselected and a selected unit is different

Steps to reproduce:

  • Open Zeus
  • Select Unit
  • Right click on said unit
  • Deselect Unit
  • Right click on said unit
  • Observer how the context menu misses entries

Where did the issue occur?

  • Dedicated

Additional information:
image

image

Ambient flyby doesn't work

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?

  • Dedicated

Additional information:
Doesn't work with modded or unmodded files

RPT log file:
Unavailable

Feature Request: Artillery Mark/Fire

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.

Feature Request: Contact DLC Object Attributes

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...

  • Open drawers on tables and cabinets
  • Remove wings on tables, add lids
  • Yaw and pitch solar panels
  • Yaw, pitch and extend portable lights. Double or quad lights allow individual controls for each light.
  • Cargo platforms can remove their panels or flip them down.
  • Server racks have toggleable LED lights, or can be extended/removed from their casing.

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.

Achilles UI Compatibility

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.

Feature Request: Arsenal

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.

Feature Request: Reinforcements

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.

Feature Request: Rotate objects

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.

Bug: Invisible units get shot by AI (toggle visibility module)

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?

Feature Request: CAS Gunship module

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:

  • the "Patrol/Loiter" module assigns a loiter waypoint adjacent to the vehicle's current location. Zeus must manually set these parameters and also drag the loiter waypoint to the desired map location...
    image
  • the "Change Altitude" module is used to manually specify an ASL height, although planes seem to be incapable of completely ignoring terrain and flying in a flat circle...
    image

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)...
image
image

...to access a menu where I can do the following:

  • Change fire orders: hold or free, switch weapons, concentrate on a specific enemy unit
  • Abort the mission and RTB
  • Adjust/reset the remaining "on station" time.
  • Change altitude and/or radius; ideally limit these so that one can only set a radius that is complimentary to the current altitude and vice-versa, by which I mean the combination results in the target area being near the center of the guns' view ranges.

Feature Request: Bombing Run, CAS for placed units

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:

  1. Spawns a plane of choice from drop down menu with desired altitude chosen on the menu.
  2. Plane flies to the designated target and drops 3-5 bombs depending on the vehicle's capacity.
  3. Despawn the plane after getting out of view.

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:

  1. Select the module, and drop on a desired aerial asset (both grounded and in the air unlike Achilles).
  2. Menu opens to choose altitude, which weapon is to be used for the CAS strike, number of ammo on selected weapon it will expend on the run. and the targeting method which can be provided by 'Create Target' marker for artillery fire mission module or just like in ACE's 'Suppressive Fire' module's drag and drop system. Ideally, the system would make the units keep their distance based on weapon systems they are using, (i.e., guided missile used from further away compared to main gun on helicopter or unguided rockets).
  3. AI unit will perform strike by moving to the designated target and move away from the strike area (to a certain distance where it is less likely to be shot down) for another strike run or for another CAS mission.

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.

Use vanilla strings

Some strings like STR_ZEN_Common_Disabled could be replaced with STR_A3_OPTIONS_DISABLED

Small UI Request: Offset Menu

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.

Bug: Dismissing placement of custom zeus modules with right click not working

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:

  • create custom module
  • preview ingame
  • select custom module in modules tree
  • right click on map to dismiss it

Where did the issue occur?

  • Editor (Singleplayer)

Additional information:
Link to custom modules in question
https://github.com/diwako/fparma-mods/blob/zen_support/addons/ares/zenModules.sqf

Feature Request: Custom Objective Icons

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.

customobjectiveicons
20190715154953_1

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