Field Manual - Zeus – Arma 3

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Zeus

[Zeus]

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.
Specific goals and limitations prevents them from becoming too powerful and makes sure they also have some challenges to overcome.

To become a Zeus, take the slot marked by <img image='gettext (configfile >> "CfgCurator" >> "icon")' size='2' /> in the multiplayer mission lobby.


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.


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 any time open the interface to curate the mission, 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

Camera gives you aerial view over the battlefield.

  • Move with W, A, S, D
  • Change altitude with Q and Z
  • Hold Left Shift to accelerate.
  • Press F to move to selected unit.
  • Press Enter [NUM] to toggle view of selected unit
  • Press Space to move to position of the last pinged player
  • 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.


Interface

Zeus interface provides additional features for simplified control over the mission:

  • Press J to show your briefing and tasks
  • Press N to toggle vision mode (when available)
  • Press O to toggle clock
  • Press K to toggle compass
  • Press Backspace to toggle interface


Map

The map provides unprecedented overview of everything under your control.

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

    Current camera position is represented by <img image='gettext (configfile >> "cfgCurator" >> "drawCamera" >> "2D" >> "texture")' size='1' /> and 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:

<img image='\a3\Ui_F_Curator\Data\CfgHints\entitySelect_object_ca.paa' size='1.5' shadow='0' /> Normal object, can be edited
<img image='\a3\Ui_F_Curator\Data\CfgHints\entitySelect_objectDestroyed_ca.paa' size='1.5' shadow='0' /> Destroyed object, can be edited
<img image='\a3\Ui_F_Curator\Data\CfgHints\entitySelect_objectDisabled_ca.paa' size='1.5' shadow='0' /> Not in the editing area, cannot be edited
<img image='\a3\Ui_F_Curator\Data\CfgHints\entitySelect_objectPlayer_ca.paa' size='1.5' shadow='0' /> Player, cannot be edited
<img image='gettext (configfile >> "cfgCurator" >> "drawWaypoint" >> "3D" >> "texture")' size='1.5' shadow='0' /> Waypoint, can be always edited


Editing

Click and drag an entitu with [LMB] to edit it.

  • <img image='gettext (configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorMove" >> "texture")' color='((configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorMove" >> "color") call BIS_fnc_colorConfigToRGBA) call BIS_fnc_colorRGBAtoHTML' /> Move it around by default. When vehicle crew is selected, it will be moved out of their vehicle
  • <img image='gettext (configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorMoveZ" >> "texture")' color='((configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorMoveZ" >> "color") call BIS_fnc_colorConfigToRGBA) call BIS_fnc_colorRGBAtoHTML' /> Hold Left Alt to change the height.
  • <img image='gettext (configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorMoveIn" >> "texture")' color='((configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorMoveIn" >> "color") call BIS_fnc_colorConfigToRGBA) call BIS_fnc_colorRGBAtoHTML' /> When a vehicle is under cursor, move selected soldiers inside
  • <img image='gettext (configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorRotate" >> "texture")' color='((configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorRotate" >> "color") call BIS_fnc_colorConfigToRGBA) call BIS_fnc_colorRGBAtoHTML' /> Hold Left Shift to rotate it
  • <img image='gettext (configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorMoveDisabled" >> "texture")' color='((configfile >> "cfgWrapperUI" >> "Cursors" >> "CuratorMoveDisabled" >> "color") call BIS_fnc_colorConfigToRGBA) call BIS_fnc_colorRGBAtoHTML' /> 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.


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:

  • <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
  • <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
  • <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
  • <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.


Setting attributes

Often, missions will allow you to set specific entity attributes.
Doubleclick [LMB] on the entity icon or its name in the entity list to open attributes window.

Available attributes can be:

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

Many modules won't be even 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 connections exist:
  • <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)
  • <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.


Editing (Advanced)

Additional keys lets you to further manipulate with an entity:

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

Objects can be destroyed or deleted only when in the editing zone. Modules, waypoints and markers can be removed anywhere.


Placing

Zeus can place new entities in the scene:

  • Select editing mode
* <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)
* <img image='\a3\Ui_f\data\GUI\Rsc\RscDisplayArcadeMap\icon_toolbox_groups_ca.paa' size='1.0' shadow='0' /> - Groups of objects
* <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.
* <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)
  • 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' />)
  • Select an entity to place
  • Click [LMB] on the ground to place the entity.
  • 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.


Taking over units

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

  • When 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 on any location. However, it takes a few seconds for it to arrive, and players are meanwhile warned and can seek a cover.
Fire support module is visualized as an area of expected damage:

  • All vehicles and soldiers in the <t color='#ff0000'>red zone</t> will be destroyed or disabled
  • <t color='#ff8000'>Orange zone</t> is 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 behaviour:

  • 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 area is visualized on the map for everyone.

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