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This guide is mainly for explaining the basic job of the game master, as well as some missions that I commonly use and some tips on zeusing. I will also state some good locations to use for particular missions.
I've seen many people zeus since I've been playing arma 3. Some good, many that missed the idea and made a crappy mission because of it. This guide will give some tips on how to zeus and some things you could do for missions.
How to Create your Zeus Mission
Well since BI is a bit crappy at documenting how they make things work, players need to tinker with new things for weeks just to figure it out. This is not an easy task, as if not everything is synced perfectly, it will not function properly.
Below is an image of how i've synced up my modules to make my mission tick.
You make however many virtual curators you want (and name them!), then sync them to the Game Master GameMode module. Then with the Game Master Module (not the gamemode one, there is two named the same thing, but under different categories), you will need to put as the "owner" whatever you named your virtual curators, if your curators all have the same abilities, sync however many curators entities you need to that one module (if you want one module to be an admin slot you'll need to create another game master module). Then sync the game master module to the parameter modules listed below:
Set Editing Costs Restrict Editing around Players Manage Resources Set Attributes (player)
You will also probably want to set the starting camera location for zeus. Use the module called Set Camera Position, then sync the game master module to it.
Job of the Game Master
As zeus, your primary job is to craft a story for the players. That means you should try to keep a good balance of challange and forgiveness to the players and not abuse your power. Things like remote control can help you add to the story, mainly by spraying bullets everywhere around the players occasionally, but not attempting to slaughter them. Of course you can always put down a few lightning bolts to let them know you don't like what they're doing if they aren't listening or are going rambo on the enemies. RPing some roles (eg. civilian or enemy unit) as zeus with Remote Control can help to increase immersion (NOTE: Zeus cannot hear anything over direct, same for the players, both groups must use global to communicate). But overall your job is not to beat the player, but to give them a story.
How to avoid making a cluster F mission.
So I've had multiple occasions where somebody went zeus and missed the story part of the game mode. The missions typically consisted of large gun battles in towns and lots of death with vehicle spam and artillery falling everywhere, along with many helicopter gun runs on players. It has a habit of really breaking the immersion and is not very enjoyable for many of the players to be dying over and over again. Once again, slaughtering the player is not your goal. I'm not trying to say gunbattles aren't ok, just dont go nuts with spamming things and try to have it be done while working towards a larger goal (eg. taking down the enemy HQ, or perhaps destorying some of their gear).
Try having a general story like idea in your head and craft it,perhaps sometimes give the player options, and you will avoid a cluster F mission.
There is some things in zeus that aren't really explained by BI, but are figured out by the players. One of these things is the key binds. The G key is a good way to kicks all units out of a vehicle such as a truck or helicopter that is selected. Also typically having a game moderator enables him to take control of units and RP some stuff with civilians or enemy units, as this is usually harder to do if you are doing it solo. Dropping lightning near players can get them to do what you wanted them to do if they weren't listening.
Some missions You could Do
Below will be a list of missions I typically do when zeus:
Stealth mission searching camps for enemy intel
This mission I usuallly make in the forested area by Firni. There is lots of trees, but not too many steep hills. There is also a few ways the players could extract after completing the objective (via air, land, or sea).I try to space the camps out a fair bit so they cover most of the tree covered areas, along with some senteries patrolling around the camps. Sometimes I also only roughly mark where the camp is, making the players search a little for it. You could also turn the stealth mission into an assault mission if you think the AI would of had time to radio other camps and alert them of the players presence. You could also throw down a side objective such as a communications tower or power station that the players could destory to distract hostile units.
Stealth Mission Searching camps for hijacked friendly vehicles:
This mission would be based in the same area by Firni as stated above, I try to space the camps out a fair bit so they cover most of the tree covered areas, along with some senteries patrolling around the camps. Sometimes I also only roughly mark where the camp is, making the players search a little for it. You could also turn the stealth mission into an assault mission if you think the AI would of had time to radio other camps and alert them of the players presence. You could also throw down a side objective such as a communications tower or power station that the players could destory to distract hostile units.
I think I covered anything that this topic was really for, if you think I missed something or didn't agree with what I said, you can go ahead and post it down in the comments, I'll be sure to read and consider them!