Arma 3
Zeus Keybinds
47 Comments
sh4rdknight  [author] Mar 7 @ 12:18am 
@Theusx ZEN(Zeus Enhanced) has it "Ctrl + Double Left Click". And you need ZEN for this mod to work.
Theusx Mar 5 @ 10:19pm 
Does this mod have a keybind for "remote control"?
sh4rdknight  [author] Jan 31 @ 3:44am 
@Urun I have added a keybind to "force destroy", it's unbound by default so you have bind it. Tell me if it works for you or if it doesn't work for specific objects.
Urun Jan 29 @ 2:21am 
@sh4rdknight Thanks! Sometimes I use objects to create things like big explosions. I attach IED modules to objects and then destroy them to achieve some great scenarios. It would also be really helpful if you could add something like keybinds for different sizes of explosions. Btw thanks for your quick response
sh4rdknight  [author] Jan 29 @ 12:39am 
@Urun thanks, tested it and found a fix that works for Webknights and chairs(but chairs don't really change at all even when destroyed). Will add a keybind that will force destroy soon.
Urun Jan 28 @ 10:09pm 
@sh4rdknight Like I press 'end' I can't kill Webknight's zombies and creatures, and I can't destroy objects like desks, chairs etc.
sh4rdknight  [author] Jan 28 @ 12:49pm 
@Urun can you give me example when it doesn't work? Or what's ACE module/keybind called so I can check what's doing at least?
Urun Jan 24 @ 10:37pm 
@sh4rdknight The original key 'end"'would not destroy objects, I got ace and some other mods so I need a key works for everything
sh4rdknight  [author] Jan 24 @ 1:33pm 
@Urun is it any different from Force delete, as I never had problems destroying objects/vehicles?
Urun Jan 24 @ 5:01am 
Need force destroy function for objects and some other vehicles.
sh4rdknight  [author] Nov 23, 2024 @ 1:08am 
@Venom thank you
Venom Nov 22, 2024 @ 4:05pm 
@sh4rdknight Im sad i've only just found this mod, Awsome job man
sh4rdknight  [author] Jul 16, 2024 @ 1:22am 
@Mikey Zeus Enhanced mod
player Jul 15, 2024 @ 10:35am 
sorry but what is ZEN?
Urun May 18, 2024 @ 1:15am 
@sh4rdknight My friends and I primarily play on a dedicated server, but our server doesn't have our equipment mods installed. Therefore, if units are generated server-side, the spawned units will lose their modded outfits. Currently, both the Achilles mod and Zeus Enhance have deep copy/paste functions. The difference is that Achilles generates units on the local side, so the spawned units retain their outfits, but the issue is that Achilles' deep copy doesn't randomize faces, making all the AI look the same. On the other hand, Zeus Enhance randomizes faces but generates units server-side, which means they don't apply the modded outfits correctly, and there is a delay when Zeus drags them.
Therefore, I hope you can combine the advantages of both, specifically a deep copy/paste function that generates units locally, fully replicates the AI's outfits and weapons, and retains randomized faces.
sh4rdknight  [author] May 2, 2024 @ 5:44am 
@Urun what do you mean exactly only on client side? As then it wouldn't work on multiplayer(would only be visible to you)?
Urun Apr 17, 2024 @ 6:45pm 
Hello, I would like to request a new function for deep copying/pasting units and vehicles, with functionality similar to the deep copy and paste feature in Zeus Enhanced, but with the placement happening on the client side rather than on the server side. I've tried the deep copy in Achilles, but it doesn't generate random faces, and when generating vehicles, it can't save the inventory inside, nor can it preserve some functionalities (for example, two vehicles bound together using 'attach to' scripts, but this can be achieved in ZEN). Can this feature be implemented to replace the deep copy/paste of ZEN and Achilles?
sh4rdknight  [author] Mar 28, 2024 @ 2:45am 
@Urun Update is out and fixes the "ERROR" in the UI.
sh4rdknight  [author] Mar 28, 2024 @ 12:52am 
Yeah i see the "ERROR" in the bottom right box. Will try to figure what's wrong. Thanks for telling me.
Urun Mar 27, 2024 @ 3:04pm 
After the latest update sometimes the functions would show errors in the ping box
sh4rdknight  [author] Jul 21, 2023 @ 2:53am 
@Urun I have updated the mod so it's now goes from "careless -> safe -> combat -> careless..." I couldn't start from "safe" as if AI is in combat they will automatically switch from "safe -> combat" by themselves and then you couldn't switch to "careless" no matter what. Sorry about that but should be a bit better at least.
Urun Jul 20, 2023 @ 1:35pm 
Hello, can you adjust the priority of changing the enemy stance? I want the enemy activate the safe stance instead of the alert state at the beginning with keybind. Currently I need to switch from alert, careless to safe, which annoys me very much.
sh4rdknight  [author] Jun 1, 2023 @ 4:37am 
@Urun update is out and it fixes the bug. If it's still broken try repairing the mod first from the launcher.
sh4rdknight  [author] Jun 1, 2023 @ 3:59am 
@Urun just tested it and yeah it resets to default keybind every time. Will fix it very soon
Urun May 31, 2023 @ 5:22am 
I want to change Toggle visibility on selected key but it no longer works when the game starts next time, any solutions?
EduArToxD Mar 31, 2023 @ 3:47pm 
Thank you very much, the stance combined with pathing makes more easier to create defensive positions, the speed is also useful.
sh4rdknight  [author] Mar 31, 2023 @ 5:41am 
@EduArToxD
Update is out that adds keybinds for switching AI speed and stance.
For speed I found that it's very inconsistent, I can set AI to walk(limited) but they won't care while in combat mode. So keybind is unbound by default.
You can force it through setting combat mode so I suggest using that keybind normally.
sh4rdknight  [author] Mar 30, 2023 @ 10:17am 
@EduArToxD
I will add a keybind to switch between units' stances(prone/kneel/stand) soon.
I already have keybind to switch between combat mode(so is AI walking or running) I just need to rename it as current name is confusing. Probably still gonna add a specific keybind just for switching the AI speed but need to test first if there is a need or the keybind for combat mode is enough.
As for grenades ZEN already offers a good way to do it through the "V" menu when you have units selected(you can pick which grenade to throw and where) so probably not gonna add keybind for that one.
EduArToxD Mar 29, 2023 @ 10:11am 
This is awesome, the suppress key is very effective, even with vehicles. Could you please add more infantry functions like change AI prone/kneel/stand, throwing grenades to a specific position or change their speed. With the keybinds, the zeus feel like an RTS game and is more easy to control more things at same, like Total War or MoW. :steamthumbsup::steamthumbsup:
sh4rdknight  [author] Aug 16, 2022 @ 3:25am 
@Mildly_Interested sorry it took so long, I tried to add it, but it's not really possible. Sadly looks like you need to use "Tab" to switch between the categories.
Mildly_Interested Aug 11, 2022 @ 2:28am 
This mod looke great! Do you think there's any possibility of assigning keyboard shortcuts to the categories in the zeus' editor tab? (so one for single units, compositions, recently used etc.)
That way searching only requires two shortcuts (one for selecting units/compositions and one for selecting which side) and saves some clicking.
sh4rdknight  [author] May 23, 2022 @ 8:30am 
@Urun sorry it took so long but keybind for toggling invincible has been added with some extra other stuff too.
sh4rdknight  [author] May 14, 2022 @ 6:01am 
@Urun, for limitSpeed, flyInHeight you would need to input values(the speed and the height) so I can't really do those ones. I will add a keybind for invincibility soon.
Urun May 14, 2022 @ 5:01am 
@sh4rdknight Love it! It works perfectly on my server. Can you do some other keybinds for invincible, limitSpeed, flyInHeight?
sh4rdknight  [author] May 14, 2022 @ 3:22am 
@Urun the update is out, tell me if there is any issues, problems.
Urun May 12, 2022 @ 1:05am 
@sh4rdknight 2 keybinds would be awesome. Thanks for your quick reply.
sh4rdknight  [author] May 11, 2022 @ 12:07pm 
@Urun Yeah, should release the update before the end of this week. Just a question would you prefer 2 keybinds(one for each) or one keybind so it toggles both the simulation and visibility at the same time?
Urun May 11, 2022 @ 11:33am 
Good mod! Is it possible to add keybinds for simulation and visibility?
sh4rdknight  [author] Mar 13, 2022 @ 8:34am 
@Mattifine yes it can.
Mattifine Mar 13, 2022 @ 7:18am 
Is can the mod be run client side?
sh4rdknight  [author] Nov 16, 2021 @ 5:05am 
@Phantastic I have sent you a friend request so I can check what's wrong as it works normally on other servers.
Phantastic Nov 15, 2021 @ 5:22am 
The prefix in your script_mod.hpp is defined just as "zeus_keybinds" if that matters at all?
Phantastic Nov 15, 2021 @ 5:20am 
Unfortunately it is still not whitelisting with the advised pbo name. The line in my cba_settings.sqf looks like this:
force force ace_common_checkPBOsWhitelist = "['L_ES_ES_main', 'L_ES_ES_sounds', 'L_ES_ES_sys','cine_uavkeybinds_main','cine_uavkeybinds_uav','HeadRangePlus','CrowsZA','ZEI','compositions_a3','ZECCUP','PZC','Darth_Potatos_Building_Templates','zeus_keybinds_main']";

Everything but Zeus Keybinds is whitelisted fine. Any further ideas?
Phantastic Nov 5, 2021 @ 6:52pm 
Thank you sir!
sh4rdknight  [author] Nov 5, 2021 @ 5:49am 
@Phantastic the mod was already client-side enabled, just the pbo name was incorrect but it's fixed now. If you whitelist "zeus_keybinds_main" it should work properly now.
Phantastic Nov 5, 2021 @ 2:10am 
This does not appear to be properly client-side enabled? I have the mod white-listed correctly via ACE_CheckPBOs yet I still receive an error stating that the server needs the mods. Not sure if I'm missing something.
RabitSalvokelk Sep 26, 2021 @ 8:20am 
This is everything i have been looking for :steamthumbsup::steamthis: