Field Manual - Zeus – Arma 3

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
m (Text replacement - "\{\{GameCategory *\| *arma3 *\| +" to "{{GameCategory|arma3|")
(13 intermediate revisions by 4 users not shown)
Line 1: Line 1:
== Zeus ==
{{TOC|side}}
=== Zeus ===
[[File:arma3_curator_eye.png|right|80px]]
[[File:arma3_curator_eye.png|right|80px]]
Project Zeus is a new concept where the mission is curated by one or more '''game masters'''. Using 3D real-time editor, they can expand and manipulate mission content in order to provide more interesting gameplay for other players.<br />Specific goals and limitations prevents them from becoming too powerful and makes sure they also have some challenges to overcome.
'''Zeus''' is a new concept where scenarios are curated by one or more '''Game Masters'''. Using a 3D real-time editor, they can expand and manipulate scenario content in order to provide more interesting gameplay for other players.<br>Specific goals and limitations prevent them from becoming too powerful and ensures they also have some challenges to overcome themselves.
 
''To become a Zeus, take the slot marked by Zeus icon in the multiplayer mission lobby.''


''To become a Zeus, take the slot marked by Zeus icon in the multiplayer lobby.''


=== Pinging Zeus ===
=== Pinging Zeus ===
When playing a Zeus mission, but not in the role of the Zeus, press '''Y''' to ping him. He'll receive a sound cue and your name will be briefly highlighted. Use this to attract his attention towards a problem or an opportunity ahead.


''Don't bother with pressing '''Y''' rapidly to spam the Zeus, as messages are sent only once per second.''
When playing a Zeus scenario, but not in the role of a Zeus, press {{KeyboardShortcut|Y}} to ping him. He'll receive a sound cue and your name will briefly be highlighted. Use this to attract his attention towards a problem or an opportunity ahead.


''Don't bother pressing {{KeyboardShortcut|Y}} in rapid succession to spam Zeus, as messages are sent only once per second.''


=== Accessing Zeus ===
=== Accessing Zeus ===
Press '''Y''' to toggle the Zeus interface.<br /><br />It can be available in these two forms:<br />
 
* '''Free''' - Zeus is a soldier on the battlefield who can any time open the interface to curate the mission, but risks being killed.<br />
Press {{KeyboardShortcut|Y}} to toggle the Zeus interface.
 
It can be available in these two forms:
* '''Free''' - Zeus is a soldier on the battlefield who can at any time open the interface to curate the scenario, but risks being killed.
* '''Forced''' - the interface is opened automatically and cannot be closed by pressing the key. Zeus is not represented in the world and is safe from any danger.
* '''Forced''' - the interface is opened automatically and cannot be closed by pressing the key. Zeus is not represented in the world and is safe from any danger.


=== Camera ===
=== Camera ===
Camera gives you aerial view over the battlefield.<br />
* Move with '''W''', '''A''', '''S''', '''D'''<br />
* Change altitude with '''Q''' and '''Z'''<br />
* Hold '''Left Shift''' to accelerate.<br />
* Press '''F''' to move to selected unit.<br />
* Press '''Enter [NUM]''' to toggle view of selected unit<br />
* Press '''Space''' to move to position of the last pinged player<br />
* Press '''Ctrl + F1...F12''' to save camera position, and '''F1...F12''' to restore it
In some scenarios, area where you can move with the camera may be limited. While not visualized, you will recognize it upon reaching it.


''Camera moves faster when higher up. Increase the altitude to easily cover long distances.''
The camera provides an aerial view over the battlefield.
* Move using {{KeyboardShortcut|W}}, {{KeyboardShortcut|S}}, {{KeyboardShortcut|A}}, {{KeyboardShortcut|D}}
* Change altitude with {{KeyboardShortcut|Q}} and {{KeyboardShortcut|Z}}.
* Hold {{KeyboardShortcut|Left Shift}} to accelerate.
* Press {{KeyboardShortcut|F}} to move to the selected unit.
* Press {{KeyboardShortcut|Numpad Enter}} to toggle the view of the selected unit.
* Press {{KeyboardShortcut|Space}} to move to the last pinged player's position.
* Press {{KeyboardShortcut|Ctrl|F1..F12}} to save the camera position, and {{KeyboardShortcut|F1..F12}} to restore it.
<br>
<br>
In some scenarios, the camera's movement area may be limited. While not visualized, you will recognize the border when you've reached it.


''The camera moves faster when being higher up. Increase the altitude to easily cover long distances.''


=== Interface ===
=== Interface ===
Zeus interface provides additional features for simplified control over the mission:<br />
* Press '''J''' to show your briefing and tasks<br />
* Press '''N''' to toggle vision mode (when available)<br />
* Press '''O''' to toggle clock<br />
* Press '''K''' to toggle compass<br />
* Press '''Backspace''' to toggle interface


The Zeus interface provides additional features for simplified control over the scenario:
* Press {{KeyboardShortcut|J}} to show your briefing and tasks.
* Press {{KeyboardShortcut|N}} to toggle between vision modes (when available).
* Press {{KeyboardShortcut|O}} to toggle the clock.
* Press {{KeyboardShortcut|K}} to toggle the compass.
* Press {{KeyboardShortcut|Backspace}} to toggle the interface.


=== Map ===
=== Map ===
The map provides unprecedented overview of everything under your control.<br />
* Open it by pressing '''M'''.<br />
* Zoom the map in or out with '''[mouse-wheel up and down]'''<br />
* Click '''[MMB]''' to quickly teleport camera under the cursor.<br />
* Close the map by pressing '''M''' or '''Escape'''.<br />
* Press '''T''' to toggle textures.
Current camera position is represented by [[File:a3 fm drawCamera.png|32px]] and approximate view cone.


The map provides an unprecedented overview of everything under your control.
* Open it by pressing {{KeyboardShortcut|M}}.
* Zoom the map in or out using '''[mouse-wheel up and down]'''.
* Click '''[MMB]''' to quickly teleport the camera under the cursor.
* Close the map by pressing {{KeyboardShortcut|M}} or {{KeyboardShortcut|Esc}}.
* Press {{KeyboardShortcut|T}} to toggle textures.
The current camera position is represented by [[File:a3 fm drawCamera.png|32px]] and an approximate view cone.


=== Selecting ===
=== Selecting ===
Select an entity by clicking '''[LMB]''' on its icon or name in the entity list.
Select an entity by clicking '''[LMB]''' on its icon or name in the entity list.
*  Hold '''Left Ctrl''' to select add / remove the entity from selection.
*  Hold {{KeyboardShortcut|Left Ctrl}} to select add / remove the entity from selection.
*  Hold '''Left Shift''' to select multiple entities (works only in the list)
*  Hold {{KeyboardShortcut|Left Shift}} to select multiple entities (works only in the list).
*  Click and drag '''[LMB]''' to select multiple entities in the frame.
*  Click and drag '''[LMB]''' to select multiple entities in the frame.
While all entities can be selected, not all of them can be edited:
While all entities can be selected, not all of them can be edited:
:[[File:a3 fm entitySelect object ca.png|32px]] Normal object, can be edited
:[[File:a3 fm entitySelect object ca.png|32px]] Normal object, can be edited
Line 62: Line 67:
:[[File:a3 fm entitySelect objectDisabled ca.png|32px]] Not in the editing area, cannot be edited
:[[File:a3 fm entitySelect objectDisabled ca.png|32px]] Not in the editing area, cannot be edited
:[[File:a3 fm entitySelect objectPlayer ca.png|32px]] Player, cannot be edited
:[[File:a3 fm entitySelect objectPlayer ca.png|32px]] Player, cannot be edited
:[[File:a3 fm waypoint ca.png|32px]] Waypoint, can be always edited
:[[File:a3 fm waypoint ca.png|32px]] Waypoint, can always be edited


=== Editing ===


=== Editing ===
Click and drag an entity using '''[LMB]''' to edit it.
Click and drag an entitu with '''[LMB]''' to edit it.<br />
:[[File:a3 fm curatorMove.png|32px]] Move it around by default. When vehicle crew is selected, it will be moved out of their vehicle.
:[[File:a3 fm curatorMove.png|32px]] Move it around by default. When vehicle crew is selected, it will be moved out of their vehicle<br />
:[[File:a3 fm curatorMoveZ.png|32px]] Hold {{KeyboardShortcut|Left Alt}} to change the height.
:[[File:a3 fm curatorMoveZ.png|32px]] Hold '''Left Alt''' to change the height.<br />
:[[File:a3 fm curatorMoveIn.png|32px]] When a vehicle is under the cursor, selected soldiers are moved inside.
:[[File:a3 fm curatorMoveIn.png|32px]] When a vehicle is under cursor, move selected soldiers inside<br />
:[[File:a3 fm curatorRotate.png|32px]] Hold {{KeyboardShortcut|Left Shift}} to rotate it.
:[[File:a3 fm curatorRotate.png|32px]] Hold '''Left Shift''' to rotate it<br />
:[[File:a3 fm curatorMoveDisabled.png|32px]] When the entity is outside of the editing area or is being dragged into it, editing is not possible.
:[[File:a3 fm curatorMoveDisabled.png|32px]] When the entity is outside of the editing area or is being dragged into it, editing is not possible.
Some scenarios may limit the editing area. Its borders are visualized in the scene by blue walls and by icons in the.


''Soldiers and ground vehicles moved to high altitude will parachute to the ground.''
Some scenarios may limit the editing area. Its borders are visualized in the scene by blue walls and by icons on the map.


''Soldiers and ground vehicles moved to a high altitude will parachute to the ground.''


=== Placing waypoints ===
=== Placing waypoints ===
When a group (or its member) is selected, you can give it waypoints. They can be created anywhere on the map, no matter where the editing area is.<br />
*  Click '''[RMB]''' to place a waypoint (it will replace all existing waypoints)<br />
*  Hold '''Left Ctrl''' while clicking to add a new waypoint, preserving the existing ones.<br />
<br />
Type is based on what you clicked on:<br />
* <img image='gettext (configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorPlaceWaypoint" >> "texture")' color='((configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorPlaceWaypoint" >> "color") call BIS_fnc_colorConfigToRGBA) call BIS_fnc_colorRGBAtoHTML' /> MOVE when clicked on an empty space<br />
* <img image='gettext (configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorPlaceWaypointGetIn" >> "texture")' color='((configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorPlaceWaypointGetIn" >> "color") call BIS_fnc_colorConfigToRGBA) call BIS_fnc_colorRGBAtoHTML' /> GET IN when clicked on a vehicle<br />
* <img image='gettext (configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorPlaceWaypointDestroy" >> "texture")' color='((configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorPlaceWaypointDestroy" >> "color") call BIS_fnc_colorConfigToRGBA) call BIS_fnc_colorRGBAtoHTML' /> DESTROY when clicked on an enemy<br />
* <img image='gettext (configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorPlaceWaypointCycle" >> "texture")' color='((configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorPlaceWaypoint" >> "color") call BIS_fnc_colorConfigToRGBA) call BIS_fnc_colorRGBAtoHTML' /> CYCLE when '''Left Alt''' is held - upon reaching it, the unit will repeat waypoints from the first one.


When a group (or its member) is selected, you can give it waypoints. They can be created anywhere on the map, no matter where the editing area is.
* Click '''[RMB]''' to place a waypoint (it will replace all existing waypoints).
* Hold {{KeyboardShortcut|Left Ctrl}} while clicking to add a new waypoint, preserving the existing ones.
<br>
<br>
Type is based on what you clicked on:
:[[File:a3 fm curatorPlaceWaypoint.png|32px]] MOVE having clicked on an empty space
:[[File:a3 fm curatorPlaceWaypointGetIn.png|32px]] GET IN having clicked on a vehicle
:[[File:a3 fm curatorPlaceWaypointDestroy.png|32px]] DESTROY having clicked on an enemy
:[[File:a3 fm curatorPlaceWaypointCycle.png|32px]] CYCLE when {{KeyboardShortcut|Left Alt}} is held - upon reaching it, the unit will repeat the waypoints from the first one.


=== Setting attributes ===
=== Setting attributes ===
Often, missions will allow you to set specific entity attributes.<br />
Doubleclick '''[LMB]''' on the entity icon or its name in the entity list to open attributes window.<br /><br />Available attributes can be:<br />
* Objects - health, skill, fuel, lock, …<br />
* Groups - callsing, combat mode, formation, ...<br />
* Waypoints - combat mode, speed, ...<br />
* Markers - text, color, …


''Many modules won't be even initialized until you configure their attributes.''
Scenarios can allow you to set specific entity attributes.<br>
Doubleclick '''[LMB]''' on the entity icon or its name in the entity list to open the attributes window.
 
Available attributes can be:
* Objects - health, skill, fuel, lock, ...
* Groups - callsign, combat mode, formation, ...
* Waypoints - combat mode, speed, ...
* Markers - text, color, ...


''Many modules won't even be initialized until you configure their attributes.''


=== Connecting ===
=== Connecting ===
Hold '''Left Ctrl''', click '''[LMB]''' on an object and drag the line.<br />
* Release the button on another object to connect them together.<br />
* Release the button over an empty space to disconnect objects.<br /><br />Two types of connections exist:<br />
* <img image='\a3\Ui_f\data\GUI\Rsc\RscDisplayArcadeMap\icon_toolbox_units_ca.paa' size='1.5' shadow='0' /><img image='\a3\Ui_f\data\GUI\Rsc\RscDisplayArcadeMap\icon_toolbox_groups_ca.paa' size='1.5' shadow='0' /> Grouping - when units or groups modes are selected, you can group them together. Works only with AI units (e.g., soldiers or manned vehicles)<br />
* <img image='\a3\Ui_f\data\GUI\Rsc\RscDisplayArcadeMap\icon_toolbox_modules_ca.paa' size='1.5' shadow='0' /> Syncing - when modules mode is selected, objects are synchronized. Some modules may require synchronization to affected objects.


Hold {{KeyboardShortcut|Left Ctrl}}, click '''[LMB]''' on an object and drag the line.
* Release the button on another object to connect them together.
* Release the button over an empty space to disconnect objects.
Two types of connection exist:<br>
:[[File:a3 fm modeUnits.png|32px]][[File:a3 fm modeGroups.png|32px]] Grouping - when Units or Groups modes are selected, you can group them together. Works only with AI units (e.g. soldiers or manned vehicles)
:[[File:a3 fm modeModules.png|32px]] Syncing - when Modules mode is selected, objects are synchronized. Some modules may require synchronization to affected objects.


=== Editing (Advanced) ===
=== Editing (Advanced) ===
Additional keys lets you to further manipulate with an entity:<br />
* Press '''G''' to order soldiers in vehicles to get out<br />
* Press '''End''' to destroy objects<br />
* Press '''Delete''' to delete entities<br />
Objects can be destroyed or deleted only when in the editing zone. Modules, waypoints and markers can be removed anywhere.


Additional keys let you to further manipulate an entity:
* Press {{KeyboardShortcut|G}} to order soldiers in vehicles to get out.
* Press {{KeyboardShortcut|End}} to destroy objects.
* Press {{KeyboardShortcut|Del}} to delete entities.
Objects can be destroyed or deleted only when inside editing areas. Modules, waypoints and markers can be removed anywhere.


=== Placing ===
=== Placing ===
Zeus can place new entities in the scene:<br />
* Select editing mode<br />
** <img image='\a3\Ui_f\data\GUI\Rsc\RscDisplayArcadeMap\icon_toolbox_units_ca.paa' size='1.0' shadow='0' /> - Objects (soldier, vehicles and objects, can be placed only in the editing area)<br />
** <img image='\a3\Ui_f\data\GUI\Rsc\RscDisplayArcadeMap\icon_toolbox_groups_ca.paa' size='1.0' shadow='0' /> - Groups of objects<br />
** <img image='\a3\Ui_f\data\GUI\Rsc\RscDisplayArcadeMap\icon_toolbox_modules_ca.paa' size='1.0' shadow='0' /> - Modules (systems like artillery strikes, respawn points, weather settings, ...). Can be usually placed anywhere.<br />
** <img image='\a3\Ui_f\data\GUI\Rsc\RscDisplayArcadeMap\icon_toolbox_markers_ca.paa' size='1.0' shadow='0' /> - Markers (visible to every player, can be placed anywhere for free)<br />
* Pick a side (<img image='\a3\ui_f_curator\Data\Displays\RscDisplayCurator\side_west_ca.paa' size='1.0' shadow='0' color = '#ff004d99' /><img image='\a3\ui_f_curator\Data\Displays\RscDisplayCurator\side_east_ca.paa' size='1.0' shadow='0' color = '#ff800000' /><img image='\a3\ui_f_curator\Data\Displays\RscDisplayCurator\side_guer_ca.paa' size='1.0' shadow='0' color = '#ff008000' /><img image='\a3\ui_f_curator\Data\Displays\RscDisplayCurator\side_civ_ca.paa' size='1.0' shadow='0' color = '#ff660080' /><img image='\a3\ui_f_curator\Data\Displays\RscDisplayCurator\side_unknown_ca.paa' size='1.0' shadow='0' color = '#ffb39900' />)<br />
* Select an entity to place<br />
* Click '''[LMB]''' on the ground to place the entity.<br />
* Hold '''Left Ctrl''' while clicking '''[LMB]''' to continue with placing afterwards.
Object cost is previewed on the resources bar on top of the screen. Too expensive entities are greyed out and cannot be placed.


Zeus can place new entities in the scene:
* Select editing mode
:[[File:a3 fm modeUnits.png|32px]] Objects (soldier, vehicles and objects, can be placed only in the editing area)
:[[File:a3 fm modeGroups.png|32px]] Groups of objects
:[[File:a3 fm modeModules.png|32px]] Modules (systems like artillery strikes, respawn points, weather settings, ...). Can usually be placed anywhere.
:[[File:a3 fm modeMarkers.png|32px]] Markers (visible to every player, can be placed anywhere for free)
* Pick a side.
* Select an entity to place.
* Click '''[LMB]''' on the ground to place the entity.
* Hold {{KeyboardShortcut|Left Ctrl}} while clicking '''[LMB]''' to continue with placement afterwards.
Object cost is previewed on the resources bar at the top of the screen. Entities which are too expensive are greyed out and cannot be placed.


=== Taking over units ===
=== Taking over units ===
When you have 'Remote Control' module available, place it over any non-player unit to take over it.<br />
Once in possession of the unit, you can move, shoot or perform actions as if it was you. However, there are some limitations:<br />
* When squad leader, you cannot give any orders.<br />
* Messages over chat or VOIP will be still said by you, not the unit.<br />
Press '''Y''' to return back to the Zeus interface.


When you have the 'Remote Control' module available, place it on any non-player unit to take it over.<br>
Once in possession of the unit, you can move, shoot and perform actions as if it were you. However, there are some limitations:
*  When controlling a squad leader, you cannot give any orders.
*  Messages over chat or VOIP will be still said by You, not the unit.
Press {{KeyboardShortcut|Y}} to return back to the Zeus interface.


=== Placing fire support ===
=== Placing fire support ===
Zeus can quickly send fire support on any location. However, it takes a few seconds for it to arrive, and players are meanwhile warned and can seek a cover.<br />
 
Fire support module is visualized as an area of expected damage:<br />
Zeus can quickly send fire support to any location. However, it takes a few seconds for it to arrive, and players are meanwhile warned and can seek cover.<br>
* All vehicles and soldiers in the <span style="color:#ff0000;">red zone</span> will be destroyed or disabled<br />
The fire support module is visualized as an area of expected damage:
* <span style="color:#ff8000;">Orange zone</span> is maximal blast radius able to kill soldiers who are not in cover
* All vehicles and soldiers in the {{Color|red|red zone}} will be destroyed or disabled.
* The {{Color|#ff8000|orange zone}} represents the maximal blast radius able to kill soldiers who are not in cover.


''Keep in mind that sending fire support onto or near civilian objects opposes international laws of war. Additionally, using cluster ammunition is controversial at best.''
''Keep in mind that sending fire support onto or near civilian objects opposes international laws of war. Additionally, using cluster ammunition is controversial at best.''


=== Placing explosives ===


=== Placing explosives ===
Explosives and mines placed by Zeus have a special behavior:
Explosives and mines placed by Zeus have a special behaviour:<br />
* All selected explosives can be detonated by pressing {{KeyboardShortcut|End}}.
* All selected explosives can be detonated by pressing '''End'''<br />
* Explosives are instantly revealed to everyone who's on the same side as Zeus.
* Explosives are instantly revealed to everyone who's on the same side as Zeus<br />
* Approximate minefield areas are visualized on the map for everyone.
* Approximate minefield area is visualized on the map for everyone.


''Anti-Personnel (AP) mines are banned by international laws of war. Use them with caution!''
''Anti-Personnel (AP) mines are banned by international laws of war. Use them with caution!''




[[Category:Arma 3: Field Manual]]
{{GameCategory|arma3|Field Manual}}

Revision as of 20:48, 24 April 2021

arma3 curator eye.png

Zeus is a new concept where scenarios are curated by one or more Game Masters. Using a 3D real-time editor, they can expand and manipulate scenario content in order to provide more interesting gameplay for other players.
Specific goals and limitations prevent them from becoming too powerful and ensures they also have some challenges to overcome themselves.

To become a Zeus, take the slot marked by Zeus icon in the multiplayer lobby.

Pinging Zeus

When playing a Zeus scenario, but not in the role of a Zeus, press Y to ping him. He'll receive a sound cue and your name will briefly be highlighted. Use this to attract his attention towards a problem or an opportunity ahead.

Don't bother pressing Y in rapid succession to spam Zeus, as messages are sent only once per second.

Accessing Zeus

Press Y to toggle the Zeus interface.

It can be available in these two forms:

  • Free - Zeus is a soldier on the battlefield who can at any time open the interface to curate the scenario, but risks being killed.
  • Forced - the interface is opened automatically and cannot be closed by pressing the key. Zeus is not represented in the world and is safe from any danger.

Camera

The camera provides an aerial view over the battlefield.

  • Move using W, S, A, D
  • Change altitude with Q and Z.
  • Hold Left Shift to accelerate.
  • Press F to move to the selected unit.
  • Press Numpad Enter to toggle the view of the selected unit.
  • Press Space to move to the last pinged player's position.
  • Press Ctrl + F1..F12 to save the camera position, and F1..F12 to restore it.



In some scenarios, the camera's movement area may be limited. While not visualized, you will recognize the border when you've reached it.

The camera moves faster when being higher up. Increase the altitude to easily cover long distances.

Interface

The Zeus interface provides additional features for simplified control over the scenario:

  • Press J to show your briefing and tasks.
  • Press N to toggle between vision modes (when available).
  • Press O to toggle the clock.
  • Press K to toggle the compass.
  • Press to toggle the interface.

Map

The map provides an unprecedented overview of everything under your control.

  • Open it by pressing M.
  • Zoom the map in or out using [mouse-wheel up and down].
  • Click [MMB] to quickly teleport the camera under the cursor.
  • Close the map by pressing M or Esc.
  • Press T to toggle textures.

The current camera position is represented by a3 fm drawCamera.png and an approximate view cone.

Selecting

Select an entity by clicking [LMB] on its icon or name in the entity list.

  • Hold Left Ctrl to select add / remove the entity from selection.
  • Hold Left Shift to select multiple entities (works only in the list).
  • Click and drag [LMB] to select multiple entities in the frame.

While all entities can be selected, not all of them can be edited:

a3 fm entitySelect object ca.png Normal object, can be edited
a3 fm entitySelect objectDestroyed ca.png Destroyed object, can be edited
a3 fm entitySelect objectDisabled ca.png Not in the editing area, cannot be edited
a3 fm entitySelect objectPlayer ca.png Player, cannot be edited
a3 fm waypoint ca.png Waypoint, can always be edited

Editing

Click and drag an entity using [LMB] to edit it.

a3 fm curatorMove.png Move it around by default. When vehicle crew is selected, it will be moved out of their vehicle.
a3 fm curatorMoveZ.png Hold Left Alt to change the height.
a3 fm curatorMoveIn.png When a vehicle is under the cursor, selected soldiers are moved inside.
a3 fm curatorRotate.png Hold Left Shift to rotate it.
a3 fm curatorMoveDisabled.png When the entity is outside of the editing area or is being dragged into it, editing is not possible.

Some scenarios may limit the editing area. Its borders are visualized in the scene by blue walls and by icons on the map.

Soldiers and ground vehicles moved to a high altitude will parachute to the ground.

Placing waypoints

When a group (or its member) is selected, you can give it waypoints. They can be created anywhere on the map, no matter where the editing area is.

  • Click [RMB] to place a waypoint (it will replace all existing waypoints).
  • Hold Left Ctrl while clicking to add a new waypoint, preserving the existing ones.



Type is based on what you clicked on:

a3 fm curatorPlaceWaypoint.png MOVE having clicked on an empty space
a3 fm curatorPlaceWaypointGetIn.png GET IN having clicked on a vehicle
a3 fm curatorPlaceWaypointDestroy.png DESTROY having clicked on an enemy
a3 fm curatorPlaceWaypointCycle.png CYCLE when Left Alt is held - upon reaching it, the unit will repeat the waypoints from the first one.

Setting attributes

Scenarios can allow you to set specific entity attributes.
Doubleclick [LMB] on the entity icon or its name in the entity list to open the attributes window.

Available attributes can be:

  • Objects - health, skill, fuel, lock, ...
  • Groups - callsign, combat mode, formation, ...
  • Waypoints - combat mode, speed, ...
  • Markers - text, color, ...

Many modules won't even be initialized until you configure their attributes.

Connecting

Hold Left Ctrl, click [LMB] on an object and drag the line.

  • Release the button on another object to connect them together.
  • Release the button over an empty space to disconnect objects.

Two types of connection exist:

a3 fm modeUnits.pnga3 fm modeGroups.png Grouping - when Units or Groups modes are selected, you can group them together. Works only with AI units (e.g. soldiers or manned vehicles)
a3 fm modeModules.png Syncing - when Modules mode is selected, objects are synchronized. Some modules may require synchronization to affected objects.

Editing (Advanced)

Additional keys let you to further manipulate an entity:

  • Press G to order soldiers in vehicles to get out.
  • Press End to destroy objects.
  • Press Del to delete entities.

Objects can be destroyed or deleted only when inside editing areas. Modules, waypoints and markers can be removed anywhere.

Placing

Zeus can place new entities in the scene:

  • Select editing mode
a3 fm modeUnits.png Objects (soldier, vehicles and objects, can be placed only in the editing area)
a3 fm modeGroups.png Groups of objects
a3 fm modeModules.png Modules (systems like artillery strikes, respawn points, weather settings, ...). Can usually be placed anywhere.
a3 fm modeMarkers.png Markers (visible to every player, can be placed anywhere for free)
  • Pick a side.
  • Select an entity to place.
  • Click [LMB] on the ground to place the entity.
  • Hold Left Ctrl while clicking [LMB] to continue with placement afterwards.

Object cost is previewed on the resources bar at the top of the screen. Entities which are too expensive are greyed out and cannot be placed.

Taking over units

When you have the 'Remote Control' module available, place it on any non-player unit to take it over.
Once in possession of the unit, you can move, shoot and perform actions as if it were you. However, there are some limitations:

  • When controlling a squad leader, you cannot give any orders.
  • Messages over chat or VOIP will be still said by You, not the unit.

Press Y to return back to the Zeus interface.

Placing fire support

Zeus can quickly send fire support to any location. However, it takes a few seconds for it to arrive, and players are meanwhile warned and can seek cover.
The fire support module is visualized as an area of expected damage:

  • All vehicles and soldiers in the red zone will be destroyed or disabled.
  • The orange zone represents the maximal blast radius able to kill soldiers who are not in cover.

Keep in mind that sending fire support onto or near civilian objects opposes international laws of war. Additionally, using cluster ammunition is controversial at best.

Placing explosives

Explosives and mines placed by Zeus have a special behavior:

  • All selected explosives can be detonated by pressing End.
  • Explosives are instantly revealed to everyone who's on the same side as Zeus.
  • Approximate minefield areas are visualized on the map for everyone.

Anti-Personnel (AP) mines are banned by international laws of war. Use them with caution!