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Zeus Support
| File location | f\zeus |
| Enabled by default? | Yes |
| Enable/Disable in | - |
| Runs on | Server |
The F3 Zeus Support component is a collection of functions that make it easier for advanced users to designate themselves, or any player, as curator ("Zeus") using the debug console. It is also used by other F3 components to allow switching into the curator role (see Admin Briefing). These functions are not a replacement for the in-editor modules and a dedicated Zeus mission should utilise those primarily.
Note: All of these functions only work when run server-side.
Unless the person calling the function is hosting the mission on their own PC, they need to make use of the server-side execution in the Debug Console or remoteExec to ensure that it is run on the server.
Note: By default, all units that exist at the start of a mission are added to the zeus. This does not include any spawned units (e.g. via createGarrison)
Note: Any spawned units will have their thermals disabled if the Disable-Thermals component is enabled.
To designate a specific player-unit as curator, you need to call the following on the server:
[UnitName,addons,objects,announce] call f_fnc_zeusInit;The component creates a unique global variable pointing to the created curator module, using the player's name. If for example the player's name is "Bob", the created variable would be f_curator_Bob.
All parameters apart from UnitName are optional. The addons and objects parameters determine which addons and objects will be added to the newly assigned curator. They accept the same values as the individual functions, see below for details. The announce parameter if set to true will display a notification to all players which player has become Zeus. By default no addons or objects are added and no announcement is made
If for example you would want to make the player in the role of UnitNato_CO the curator you would call
[UnitNATO_CO] call f_fnc_zeusInit;If you would want to give the player access to all addons, control over all BLUFOR units and announce the assignment you would call
[UnitNATO_CO,true,west,true] call f_fnc_zeusInit;The addons available to a curator govern which units/groups/modules/etc. can be placed in-game. To use, call:
[curator,addons] call f_fnc_zeusAddAddons;-
curatorrefers to the curator logic, as it is for example created and returned by f_fnc_zeusInit. A unit-name or player can be passed as well, if they are synchronized to a curator logic. -
addonsdecides which classes (units, groups, modules etc.) the curator will be able to place in-game. Possible values are:
| Value | Effect |
|---|---|
| String (addon-name) | Adds single addon |
| Array (contraining addon-name) | Adds contained addons |
| true (default) | Add all possible addons |
| false | Unassing all addons |
This governs which objects already existing in the mission the curator can control. To use, call:
[curator,objects,groupLeaders] call f_fnc_zeusAddObjects;-
curatorrefers to the curator logic, as it is for example created and returned by f_fnc_zeusInit. A unit variable or player can be passed as well, if they are synchronized to a curator logic. -
objectsdecides which classes (units, groups, modules etc.) the curator will be able to place in-game. Possible values are:
| Value | Effect |
|---|---|
| Object | Adds single object |
| Array | (contraining objects) Adds all contained objects |
| Side | Adds all unit of passed side |
| true | Add all existing mission-objects |
| false | Unassign all currently assigned units |
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groupLeadersis optional and false by default. If set to true it will filter the newly assigned objects to add only group leaders and objects without a group. This can help with lag and desync.
Warning: Putting the curator in control of a large amount of objects at once can lead to significant desync in MP-missions, especially if the curator shifts in and out of the zeus-mode.
F3 includes a component which automatically runs the AI Skill component on Zeus-placed units. See AI-Skill for more information.
- Assign Gear
- Assign Gear AI
- Authorized Crew Check
- Briefing
- Casualties Cap
- Disable Thermals
- Dynamic View Distance
- E & E Check
- FCS
- Fire Team Member Markers
- Group Markers
- Group Join
- Map Click Teleport
- Medical System
- Mission Conditions
- Multiplayer Ending Controller
- Nametags
- Premount
- Radio
- Remove Body
- Safe Start
- Group ID
- Color Teams
- AI Skill
- Spectator
- Zeus Support