Releases: zen-mod/ZEN
Zeus Enhanced 1.9.0
Requires CBA Version 3.14.0 or later and Arma 3 Version 1.96 or later.
This release adds a display to configure aircraft pylon loadouts. The Custom Objective module was overhauled with a new dialog. It now features an improved owners control that allows multiple groups/players to be selected. In addition, the task's icon can now be set.
In terms of attributes, a keybind to open the attributes display for the selected entities (prioritizing the hovered entity) was added. Furthermore, a Respawn Vehicle attribute and support for loiter waypoint types was added.
A force changes option was added to the Change Weather module. This makes it possible to simulate smooth weather transitions. Lastly, the Editable Objects module dialog can now be accessed through the main editable objects context menu action.
Change Log Summary
ADDED:
- Preload Addons config (#419)
- Crew To Gunner module (#423)
- Display to configure aircraft pylon loadouts (#424)
- Overhauled Custom Objective module (#427)
- Ability to open Editable Objects dialog through context menu (#430)
- Open Attributes Display keybind (#437)
- Respawn Vehicle attribute (#438)
- Loiter waypoint type (#439)
- Force changes option to Change Weather module (#459)
- Warning for missing ACE compatibility PBO (#460)
IMPROVED:
- Vehicle loadout display positioning (#418)
- Collision prevention when teleporting players using context menu (#435)
- Context menu handling of long action names (#446)
- Optimized
enableAI
/disableAI
target events (#449)
FIXED:
- Default inventories cache being modified by reference (#414)
- Teleport Zeus context menu action when player is in a vehicle (#426)
- VLS failing to strike target module (#431)
- Context menu variables when hovering over a waypoint (#442)
- Script error for incorrectly configured aircraft (#451)
- Missile magazines not being shown in inventory display (#461)
REMOVED:
- Deprecated public events (#447)
TRANSLATIONS:
Zeus Enhanced 1.8.0
Requires CBA Version 3.14.0 or later and Arma 3 Version 1.96 or later.
This release adds a display to configure vehicle magazine loadouts. More specifically, it allows curators to edit the types (and counts) of magazines available for use by the turret weapons of a vehicle.
The vanilla Game Master module was overhauled to fix several long-standing issues. These include the attributes dialog opening twice when the module was created after mission start, the inability to respawn on start when the interface is forced, and the loss of curator assignment when the module's locality is transferred (which required players to respawn in order to access Zeus).
Furthermore, an attributes display to control specific AI abilities was added. The Execute attribute was improved with a button to select the execution mode. This works similarly to the debug console in that the code can be executed on the local machine, on the machine where the object is local, or on all machines.
Modules to detonate an atomic bomb, make a group search a building, and rotate objects around different axes independently were added. An action sound option was added to the Create/Edit Intel module. The Ambient Animation and Sit On Chair modules received more animation and chair options, respectively.
Lastly, a keybind to orient all selected objects to match the terrain slope at their position was added. This is complementary to the base game one to orient objects to the sea normal.
Change Log Summary
ADDED:
- Display to configure vehicle magazine loadouts (#161)
- Atomic Bomb module (#328)
- More animation options to Ambient Animation module (#341)
- Careless behaviour option to Patrol Area module (#343)
- Icon for Light Source module (#352)
- More chair options to Sit On Chair module (#356)
- Search Building module (#361)
- Common sides control and function (#362)
- Execution mode button to Execute attributes (#363)
- Rotate Object module (#364)
- Attributes display to change AI abilities (#368)
- Orient to Terrain Normal keybind (#379)
- Support for unit insignias in serializing functions (#380)
- Old Man music support for Zeus (#385)
- Action sound option and more object types to Create/Edit Intel module (#395)
- Reset button to inventory display (#397)
IMPROVED:
- Editor trees scroll bar visuals (#348)
- OWNERS control to sort players alphabetically (#351)
- ACE interaction menu to use ZEN remote control (#355)
- Editable Objects module type filter (#359)
- Chatter module to show unit name in dialog title (#366)
- Rework and improve
dialog
component (#374) - Game Master module initialization (#376)
CHANGED:
- Icon order of Engine and Lights attributes (#383)
FIXED:
- Incorrect upper limit in
addGroupIcons
loops (#369) - Preserving unit sides in deserialize objects function (#375)
- Serializing functions not preserving magazine cargo ammo counts (#388)
TRANSLATIONS:
- Korean (#350)
Zeus Enhanced 1.7.1
Requires CBA Version 3.14.0 or later and Arma 3 Version 1.96 or later.
This release adds the ability to select whether unit identities and vehicle customizations are randomized when placing custom compositions and using deep copy/paste. VLS artillery was improved with the ability to track moving targets.
Change Log Summary
ADDED:
- Panel button to randomize custom compositions (#322)
- Setting to control deep copy/paste randomization (#323)
IMPROVED:
- VLS artillery with ability to track moving targets (#331)
FIXED:
Zeus Enhanced 1.7.0
Requires CBA Version 3.14.0 or later and Arma 3 Version 1.96 or later.
This release brings a completely overhauled attributes system to Zeus. While visually similar to what existed previously, it is meant to be more dynamic in terms of the attributes that are available for different objects. In addition, all object types have an attributes dialog now.
The ability to create custom compositions through Zeus was added. This will allow users to create groups and compositions apart from the pre-defined ones. Custom compositions exist under a special category in the empty compositions tree and are managed using the buttons in the panel below the tree, similarly to 3DEN.
Another highlight is the addition of an object placement preview. When enabled through settings, placing objects locally shows an in-world preview of exactly where the object will be placed. Also, this allows objects to be placed directly on surfaces other than the terrain, for example, rooftops.
The context menu received several improvements this update. Actions to fire artillery and set the ACE captives state of units were added. The context menu was also cleaned up in terms of the ordering of actions and adding icons to actions that did not previously have them.
Additions to the editor include: a camera flashlight, similar to the one in 3DEN, for easier editing at night; a keybind to set focus to the search bar; and a setting to add group icons to the create groups trees.
Several public event names were changed in this update and, as a result, the old event names have been deprecated and will not be supported in the future. The full list of currently available public events are detailed in the documentation.
Lastly, an optional ACE3 compatibility PBO was added. This is meant to provide extended compatibility with ACE3 in ways that are not possible without an explicit dependency. Currently, it includes a setting to hide duplicate Zeus modules added by ACE3. This is available on the Steam Workshop as a separate mod to make it easier for communities that use it for mod management.
Change Log Summary
ADDED:
- VLS support for Artillery Fire Mission module (#40)
- Object placement preview (#47)
- Custom Compositions (#144)
- Attributes Rewrite (#154)
- Optional ACE compatibility PBO (#245)
- Custom Fire module (#254)
- Export Mission SQF module (#275)
- ACE Captives context menu actions (#278)
- Fire Artillery context menu action (#279)
- Global AI Skill module (#280)
- Focus Search Bar keybind (#287)
- Ability to teleport vehicles using Create Teleporter module (#290)
- Group icons to create group trees (#292)
- Russian translations (#296)
- German translations (#298)
- Camera Flashlight (#306)
- Selected unit option to Group Side module (#312)
IMPROVED:
- Add Objects to Curators setting (#264)
- Tree initialization compatibility with ZGM missions (#274)
- Fastrope waypoint fly height adjustment (#285)
- Context menu action configs and UX (#286)
- Ambient Flyby module spawn offset (#288)
- Markers tree selected picture color (#291)
- Fastrope waypoint height handling (#307)
CHANGED:
- Various components to use common display events (#251)
- Decreased minimum values for camera speed settings (#294)
- Moved editor settings under their own subcategory (#308)
- Context menu cannot be opened while position selection is active (#314)
FIXED:
- Reinforcement group count when deleting by double clicking (#282)
- Fastrope waypoint removing reinforcement RP waypoint (#284)
- Displaying Execute Code module's JIP ID (#289)
- Reinforcement insertion method combo selection (#293)
- Intel action not adding an intel entry (#299)
- Decimal input for Change Height module (#304)
Zeus Enhanced 1.6.1
Requires CBA Version 3.13.0 or later and Arma 3 Version 1.96 or later.
This release adds the ability to damage specific vehicle components. Furthermore, it provides various improvements and fixes to the Spawn Reinforcements module such as an option to specify the aircraft fly height and a button to clear the unit list.
Change Log Summary
ADDED:
- Display to damage specific vehicle components (#156)
- Fly height option to Spawn Reinforcements module (#267)
- Clear unit list button to Spawn Reinforcements module (#268)
- Japanese translations (#252)
IMPROVED:
- Inventory copy/paste context menu actions (#269)
FIXED:
Zeus Enhanced 1.6.0
Requires CBA Version 3.13.0 or later and Arma 3 Version 1.96 or later.
This release brings 3DEN editor's object preview images to Zeus, providing a substantial quality of life improvement when searching for the best object to place.
Another highlight is the addition of a Spawn Reinforcements module. This module will allow Zeus to easily and quickly create custom reinforcement groups that are transported to the selected location.
Furthermore, keybinds to "deep copy" and "deep paste" were added. Unlike normal Zeus copying, these will copy an extended set of object properties such as unit loadouts, vehicle inventories and customization.
Lastly, this release introduces various improvements to the Zeus display such as reopening the interface with the previous map state and fixing group trees from preventing editable icon selection.
Change Log Summary
ADDED:
- Object preview images (#247)
- Spawn Reinforcements module (#211)
- Toggle Lamps module (#241)
- Deep Copy/Paste keybinds (#219)
- Toggle Editable Icons keybind (#237)
- Editable Objects context menu action (#243)
- Previous map state restoring on display load (#242)
- Fix for group trees preventing editable icon selection (#240)
- Ability to right click to clear to engine search bar (#248)
- Camera position restoring when exiting the vehicle garage (#227)
- Function to remove context menu actions (#244)
- Public
modeChanged
andsideChanged
editor events (#234) - French translations (#209)
- Italian translations (#216, #235)
- Polish translations (#217)
- Portuguese translations (#225, #231)
- Czech translations (#233)
IMPROVED:
- Object editing (vehicle in vehicle cargo, jet sounds setting) (#214)
- Vehicle garage texture and component tabs handling (#226)
- Vehicle ammo handling functions to use
CBA_fnc_turretEvent
(#189) - CAS module icons to be visible when placed in the world (#228)
- Support for Arma 3 Launcher's server browser (#246)
CHANGED:
- Garage Apply To All button is disabled when no other vehicles are selected (#218)
- Substring exists checks to use new in syntax (#236)
FIXED:
Zeus Enhanced 1.5.0
Requires CBA Version 3.12.0 or later and Arma 3 Version 1.92 or later.
This release makes a major stride in improving and refining various features. Most notably, selection saving was added to several module dialogs allowing them to be more easily reused.
In addition, a fix for BI's Virtual Arsenal was introduced to correctly restore the Zeus camera position on exit. Vehicle ammo handling functions were improved to correctly handle dynamically changed vehicle magazines.
Furthermore, specifying a world position through Zeus was improved to account for surface intersections with objects. This makes it possible, for example, to teleport units on top of buildings through the context menu.
The Zeus Garage received improvements including an "Apply To All" button, which allows Zeus to apply the current vehicle's customization to all selected vehicle's of the same type. The garage now initially opens at max distance and its interface can be toggled using the mouse buttons.
Lastly, modules to control the flashlight and IR laser status of AI units, as well as, a module to create (or edit an existing) intel object were added.
Change Log Summary
ADDED:
- Toggle Flashlights module (#162)
- Toggle IR Lasers module (#164)
- Create/Edit Intel module (#94)
- Context menu actions to copy/paste vehicle appearance (#168)
- Garage button to apply customization to all selected vehicles (#193)
- Fix for Virtual Arsenal Incorrectly restoring Zeus camera position (#181)
- Selection saving to Ambient Flyby dialog (#174)
- Selection saving to Update Editable Objects dialog (#175)
- Selection saving to Side Relations dialog (#184)
- Constant altitude option to Ambient FlyBy (#179)
- Fastrope waypoint (#199)
- German translations (#185)
IMPROVED:
- Vehicle ammo handling functions (#140)
- Check surface intersections when determining position from screen (#158)
- Factions remain visible when clicking the collapse all button (#172)
- Earthquake module uses unscheduled earthquake function (#157)
- Optimize area marker icon update events (#188)
- Smoke Pillar module icon to be visible when placed in the world (#159)
- Heal children actions to have medical cross icon (#163)
- Garage interface toggling using mouse buttons (#194)
- Garage initially opens at max distance (#167)
- Ambient animation handling of dead units (#205)
- isPlacementActive common function (#195)
- Attach To module detaching (#215)
- Copy/paste action icons (#170)
CHANGED:
FIXED:
Zeus Enhanced 1.4.1
Requires CBA Version 3.10.1 or later and Arma 3 Version 1.92 or later.
This release adds a Deploy Countermeasures keybind which makes selected vehicles deploy countermeasures such as smokes and flares. Furthermore, a random placement parameter was added to the Create Minefield module and mine spacing was changed to better reflect low density minefields.
Lastly, the Visibility Indicator was tweaked to be hidden in screenshot mode, ignore the local player unit, and draw the "VISIBLE" text closer to the cursor.
Change Log Summary
ADDED:
- Deploy Countermeasures keybind (#129)
- Max distance to remote control camera exit position (#136)
- Random placement parameter to Create Minefield module (#147)
- Alive check to stance context menu action (#153)
IMPROVED:
- Visibility Indicator tweaks (#135)
- Increased mine spacing at low densities for Create Minefield module (#149)
FIXED:
- Percentage slider edit boxes incorrectly handling input (#155)
Zeus Enhanced 1.4.0
Requires CBA Version 3.10.1 or later and Arma 3 Version 1.92 or later.
The headlining points of this release are the addition of Area Markers and the Player Visibility Indicator. Area Markers will allow Zeus to better detail missions on the map and the Player Visibility Indicator will help ensure that on-the-fly adjustments are not made in view of players. This indicator can be disabled through its CBA setting.
The Teleport Players module received improvements such as selection saving and an include vehicles option. The teleporting behaviour has also been improved to better handle air vehicles and units in vehicles.
Furthermore, the new Eject Passengers keybind provides better ejecting behaviour than the vanilla keybind. Only units in cargo positions will eject and not immediately (one after another). If the vehicle is currently flying, the units are given parachutes. Relatedly, a scripted paradrop waypoint was added.
Finally, this release provides various improvements and quality of life fixes such as preserving the camera's relative position to the unit when exiting remote control and context actions support for teleporting into hovered vehicles.
In order to further extend the capabilities of the context menu, this release introduces backwards incompatible changes to the context menu SQF API, specifically, adding actions through script. Config based actions remain unaffected and added functionality is provided via new config entries. Old actions added through script will need to be updated, the full changes are detailed in the documentation.
Change Log Summary
ADDED:
- Area Markers (#120)
- Player visibility indicator (#49)
- OWNERS dialog control type and improved Teleport Players module (#93)
- Add Full Arsenal and Remove Arsenal modules (#66)
- Create Teleporter module (#122)
- Eject Passengers keybind (#95)
- Paradrop waypoint (#119)
- Traits button to attributes display (#45)
- Missing music tracks from the vanilla game into the Play Music module (#115)
- Context menu support for dynamic children actions (#125)
- Sound to vehicle crew checkbox (#126)
IMPROVED:
- Teleport Player/Zeus context actions with ability to teleport into hovered vehicle (#86)
- Aircraft amount control for Ambient Flyby module (#123)
- Move camera to unit's position when exiting remote control (#108)
- Prevent opening context menu using keybind while searching (#128)
- Configure Doors module hint when attached (#88)
- Side Relations GUI combo selection (#89)
- Artillery Fire Mission module ETA message (#100)
- Cache declutter empty tree faction names (#112)
CHANGED:
- Garrison minimum range to 5 (#110)
FIXED:
Zeus Enhanced 1.3.0
ADDED:
- Sorted markers tree (#67)
- Vehicle logistics context menu actions (#57)
- Sensors button to attributes displays (#70)
- Change weather module (#79)
- Group side button to attributes display (#81)
- Available waypoint types config (#83)
- Periods at the end of setting descriptions (#68)
- Russian translations (#14)
IMPROVED:
- Extended set date module year range (#73)
- Show custom modules in recent tree (#75)
- Offset context menu opening position (#77)
- Dialog toolbox control type (#80)
CHANGED:
- Fire mission default mode to target module (#76)
FIXED: