Arma 3
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ArmA 3 Zeus Script List
By Ramiris
A list of decent scripts you may want to use for any Public Zeus Ops you run!

Disclaimer:
The vast majority of the scripts listed here are not my own but from one or multiple of the souces below.
J. - His amazing full guide on the zeus scripting scene
Armaholic - The near infinite pile of code waiting to be used
Sir Flavalot - Another great collection of small zeus scripts

Any queries, additions or other communication can be made with myself, Loki
   
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Setup Scripts
=====| Arsenal on Respawn |=====
{ player addMPEventHandler ["MPRespawn", { ["Preload"] call BIS_fnc_arsenal; ["Open",true] spawn BIS_fnc_arsenal; titleText ["<t color='#CC0000'>Arsenal Script by J. </t><br/><t color='#CC0000'>33rd Peacekeeper Company</t><br/><t color='#58D68D'>-Press ESC to exit Arsenal-</t>", "PLAIN DOWN", -1, true, true]; playSound "Hint"; }]; } remoteExec ["bis_fnc_call",0,true];
=====| View Distance |=====
{4000 remoteExec["setviewdistance"];} remoteExec ["bis_fnc_call",0,true];
=====| Remove Stamina |=====
[[],{ { _x addMPEventHandler ["MPRespawn", { {_x enableFatigue false;} forEach allPlayers; }]; } forEach allPlayers; }] remoteExec ["spawn",2];
Global Scripts
=====| Transition Screen |=====
Fade to Black:
cutText ["text goes here","BLACK OUT"];
Fade from Black:
cutText ["same text here","BLACK IN"];
=====| USS Freedom |=====
_carrier = createVehicle ["Land_Carrier_01_base_F",getPosATL this,[],0,"CAN_COLLIDE"]; [_carrier] remoteexeccall ["BIS_fnc_Carrier01Init",0];
Player Scripts
=====| Pet Follower |=====
SF_petFollow = { params["_src", "_animalType"]; private["_animalClassname"]; if ( _animalType == "Dog" ) then { _animalClassname = "Fin_random_F"; }; if ( _animalType == "Sheep" ) then { _animalClassname = "Sheep_random_F"; }; if ( _animalType == "Goat" ) then { _animalClassname = "Goat_random_F"; }; if ( _animalType == "Rabbit" ) then { _animalClassname = "Rabbit_F"; }; if ( _animalType == "Hen" ) then { _animalClassname = "Hen_random_F"; }; if ( _animalType == "Snake" ) then { _animalClassname = "Snake_random_F"; }; _animal = createAgent [_animalClassname, getPos _src, [], 5, "CAN_COLLIDE"]; _animal setVariable ["BIS_fnc_animalBehaviour_disable", true]; nul = [_src, _animal, _animalType] spawn { params["_src", "_animal", "_animalType"]; _animalGoMove = _animalType + "_Run"; _animalIdleMove = _animalType + "_Idle_Stop"; if ( _animalType == "Dog" ) then { _animalGoMove = "Dog_Sprint"; }; if ( _animalType == "Rabbit" ) then { _animalGoMove = "Rabbit_Hop"; }; if ( _animalType == "Hen" ) then { _animalGoMove = "Hen_Walk"; }; if ( _animalType == "Snake" ) then { _animalGoMove = "Snakes_Move"; }; _animalMoving = true; _moveDist = 5; while {alive _animal} do { if (_animal distance _src > _moveDist) then { if ( !_animalMoving ) then { _animal playMove _animalGoMove; _animalMoving = true; }; } else { if ( _animalMoving ) then { _animal playMove _animalIdleMove; _animalMoving = false; }; }; if ( _animalMoving ) then { _animal moveTo getPos _src; }; sleep 0.5; }; }; }; [player, "Dog"] call SF_petFollow; [player, "Sheep"] call SF_petFollow; [player, "Goat"] call SF_petFollow; [player, "Rabbit"] call SF_petFollow; [player, "Hen"] call SF_petFollow; [player, "Snake"] call SF_petFollow;
=====| Admin Menu |=====

PasteBin [pastebin.com]
Unit INIT Scripts
=====| Surrender |=====
removeAllWeapons this; removeBackpack this; this action ["Surrender", this]; this Setcaptive true;
=====| Arsenal |=====
["AmmoboxInit",[this,true]] call BIS_fnc_arsenal; this forceFlagTexture "\A3\Data_F\Flags\Flag_uk_CO.paa"; this allowDamage false;
=====| AI SideChat |=====
Place this in the global console:
unitTalking = this;
This is in the Unit's INIT:
unitTalking sideChat "talking text goes here";
Vehicle INIT Scripts
=====| Suicide Quad Bike |=====
_charge1 = "ModuleExplosive_DemoCharge_F" createVehicle position this; _charge1 attachTo [this, [-0.3, 0.63, -0.53]]; _charge2 = "ModuleExplosive_DemoCharge_F" createVehicle position this; _charge2 attachTo [this, [-0.3, 0.74, -0.53]]; _charge3 = "ModuleExplosive_DemoCharge_F" createVehicle position this; _charge3 attachTo [this, [-0.3, 0.85, -0.53]]; _charge4 = "ModuleExplosive_DemoCharge_F" createVehicle position this; _charge4 attachTo [this, [0.3, 0.63, -0.53]]; _charge4 setDir 180; _charge5 = "ModuleExplosive_DemoCharge_F" createVehicle position this; _charge5 attachTo [this, [0.3, 0.74, -0.53]]; _charge5 setDir 180; _charge6 = "ModuleExplosive_DemoCharge_F" createVehicle position this; _charge6 attachTo [this, [0.3, 0.85, -0.53]]; _charge6 setDir 180; _charge7 = "ModuleExplosive_SatchelCharge_F" createVehicle position this; _charge7 attachTo [this, [-0.35, -0.85, -0.45]]; _charge8 = "ModuleExplosive_SatchelCharge_F" createVehicle position this; _charge8 attachTo [this, [0.38, -0.84, -0.45]]; detonater = this addAction ["<t color='#B40404'>Detonate Quadbike</t>", "{_x setDamage 1;} forEach nearestObjects [this, ['all'], 20];"];
Flags
United Kingdom:
this forceFlagTexture "\A3\Data_F\Flags\Flag_uk_CO.paa";
Canton Strategic Alliance Treaty:
this forceFlagTexture "\A3\Data_F\Flags\Flag_CSAT_CO.paa";
North Atlantic Treaty Organisation:
this forceFlagTexture "\A3\Data_F\Flags\Flag_nato_CO.paa";
Medical Red Crystal:
this forceFlagTexture "\A3\Data_F\Flags\Flag_rcrystal_CO.paa";
Checker Flag:
this forceFlagTexture "\A3\Signs_F\SignSpecial\data\checker_flag_co.paa";
Remove Flag:
this forceFlagTexture "";
30 Comments
Jon Of Arc Dec 8, 2021 @ 3:23pm 
Does anyone know where I can find the J-wolf admin menu script or his guide? All of the links no longer work.
✪ Platinum Nov 13, 2021 @ 10:38pm 
How do some people add zombies into public zues server that has script whitelisted like Bohemian interactive server #0A, #0B, #0C, #0D?
Pro-Yo Nov 12, 2021 @ 12:04pm 
thought it might be, thanks for replying haha
Ramiris  [author] Nov 10, 2021 @ 1:37pm 
This guide is quite outdated by now
Pro-Yo Nov 9, 2021 @ 4:05pm 
the suicide quad bike script is broke, specifically on the last line mention of the word "this"

it says its a undefined variable
Ramiris  [author] Aug 15, 2019 @ 2:47pm 
yeah just remove any zeus modules or set them to be limited to slots or admin login
SilverSkyepanther Aug 15, 2019 @ 12:32pm 
Is there a way to disable players being able to use Zeus on your server??
diveyez Jul 1, 2019 @ 5:15pm 
A guide to writing own zeus scripts. I might have to make an oldschool zeus server with the debug stack active.
Ramiris  [author] Jul 1, 2019 @ 5:01pm 
i mean its rather simple, join zeus, get admin, paste script, hit run
diveyez Jul 1, 2019 @ 4:06pm 
I know its BS, kick them in the face by being BOSS. I would love to see a guide with this as well. I have new Zeus curators in my group and this will help!