Arma 3
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Blindzeus - Zeus that kills - BETA4
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
190.378 KB
Apr 5, 2020 @ 2:22pm
May 17, 2020 @ 12:32pm
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Blindzeus - Zeus that kills - BETA4

Description
Blindzeus - Zeus that kills

THIS IS BETA, EXPECT BUGS!1!!
Report issues at: https://github.com/Bummeri/BlindZeus/issues

This is a mod that limits Zeus powers in such ways that they can be as brutal and dangerous as they can. Zeus do not have to self regulate their aggression or tactics. Only limits are what the mission maker or the overall mission GM decides to impose on her. This mod is intended for multiplayer.

How is Zeus limited?
The main thing is that the curator interface limits what you are able to see. Enemies are not always visible. What the troops you control can see, effects what is shown to you. Secondarily Zeus cannot use modules or perform actions that would give too much power.

How should this be used?

You can use it in multiple ways:
1. As is, just add the units you whish the Blindzeus to use and give him an objective
2. Add him to a mission to control some part of the AI forces alongside or against players/other Zeuses
3. Subjugate her to a regular gamemaster/zeus.The gamemaster can give the resources that he likes and objectives to archieve.
4. Other uses you may come up with... Go nuts

FEATURES:
- Visibility. Zeus cannot see enemy units by default. They become visible once spotted by the units you control. They return to invisibility if contact is lost.
- Limits to Zeus powers. Blindzeus cannot copy/add new units. Much of the options in the dialogs are limited. They cannot effect health/ammo/skill values of the units for example.
- Additiona modules. There are multiple modules that can be used also by every curator using the mod.
- Additional options to waypoints.

Documentation:
You can find additional documentation and instructions at Github WIKI-page:
https://github.com/Bummeri/BlindZeus/wiki

Dependecies:
- CBA
- ACE3

Supported mods:
- Achilles (Not required, but I engourage its use for its supression module)

Credits:

"A dwarf on a giant's shoulder sees the farthest of the two"

Thanks to all giants and fellow dwarves. My fondest hope is to see someone build upon or use this thing in any way they wish.

CBA and ACE3 guys with their contraptions are great!
Thanks to Immonen for art.
Thanks to all the testers!
Popular Discussions View All (1)
3
May 18, 2020 @ 9:44am
Workaround for having normal Zeus alongside a Blindzeus
Veado
20 Comments
Static Yoshi Nov 8, 2023 @ 8:20pm 
Still seems to be an issue that causes all Zeuses in a mission to be affected by the module rather than just the blind Zeus. Have a mission with one Zeus that is supposed to be in a GM role and have full powers and another that is supposed to be OPFOR using BZ. However, the GM Zeus is still affected by the limitations of the BZ, even though it is not the unit that was specified in the module. Testing it on LAN server, and the issue occurs no matter whether I spawn in with the GM role or the BZ role first after starting server.
Thomas Dec 6, 2021 @ 7:53pm 
Why is the enemy standing in front of my soldiers, but I can't see him?
AutumnAnarchist Oct 2, 2020 @ 1:03pm 
Also, if there were an option to set the time a unit is exposed, that would be good. Either a range or an editable variable. Our zeuses felt like the timer was too short.
AutumnAnarchist Oct 2, 2020 @ 1:02pm 
I think we figured it out with the view thing - didnt realize it was a timer, and thought it was line of sight. Like, as long as the unit was engaging, it would see the enemy unit.

As for the LAMBS support, giving units the option to garrison, patrol, hunt, assault, CQB, and artillery.
Bummeri  [author] Oct 2, 2020 @ 9:38am 
Are you on dedicated server or local host or in editor?
AutumnAnarchist Sep 8, 2020 @ 12:58pm 
Also, there seems to be an issue where the BZ doesn't see blufor when they engage them. Is it dependent on a mission setting like the AI's spotting?
AutumnAnarchist Sep 8, 2020 @ 12:43pm 
Is there a way to add certain modules like LAMBS?
kgp227 May 18, 2020 @ 5:40pm 
I think I've classed it as a function correctly, however i cannot figure out how to execute it and call it on a client.
kgp227 May 18, 2020 @ 12:12pm 
I found another script on armaholic to do what I was trying, it worked but is janky as hell, kinda feels like my mission is held together with scotch tape and paper clips. So i'll def look into what you suggested.