FK Zeus Module Guide
v1.0, June 2018
This guide is for those who are first starting out with the Zeus interface or those who want a quick cheat sheet to refer to. It will not cover every single possibility for a module but explain what it does and perhaps some basic usages. The best way to learn these things is to play around with them yourself. This guide will be of use to cover not-so-obvious modules and our custom made ones. We will go top-down through the list, and module titles will be marked with bullet points for clarity.
The Zeus Interface
This section is for RRR (Repair, Rearm, Resupply) of the BAF mod vehicles. Placing them down then sitting in an appropriate vehicle and looking in your scroll wheel (only as a player, not Zeus control), will allow you to open the servicing menu.
This section mostly concerns effects including explosions and smoke.
- Airburst, 60mm & 81mm
Takes a few seconds and then an Airburst mortar of your chosen size will land. Try to avoid using these if possible, can cause a negative impact on the server
Flare, 40mm Green/Red/White/Yellow & 60mm/81mm White.
A bunch of different coloured flares. Spawns about 500m in the air. Bigger = more light
- HE, 60mm & 81mm
Takes a few seconds then a HE mortar round will land.
- JDAM, 1000lb & 500lb
Takes a few seconds then a JDAM bomb will land. Does not land precisely on cursor.
- Smoke, 40mm Blue/Green/Orange/Purple/Red/White/Yellow
Spawns a smoke effect on the ground as if a smoke grenade had been dropped.
- Smoke, White 60mm & 81mm
Takes a few seconds then lands a mortar smoke round. (WARNING: This causes an explosion before the smoke starts)
- Smoke, 60mm & 81mm (WP)
Same as above but the smoke is White Phosphorus. Will damage players and AI slowly over time.
This section is used to give AI specific commands or other non-simple tasks.
- Defend Area
Place on a unit and select a radius to have its group members spread out and move to locations and hold. Meanwhile the group leader while start a patrol around the immediate area.
- Garrison Group
Place on a unit and select how you want units to garrison nearby buildings.
- Global AI Skill
Used to tweak skill of all AI currently placed. Default is in the middle for all options. Largely useless with VCOM enabled, as it has its own skill settings that you cannot edit with modules.
- Patrol Area
Place on a unit to have it and it’s group move around a number of waypoints nearby. By default the group will run around with their weapons raised.
Suggest clicking on group marker and set status to Safe and Limited speed to create realistic patrol look.
- Search Area
Place on a unit to have it and its group continuously search the nearby area in a circle.
- Search Nearby Building
Place on a unit to have it do what it says on the tin. Not particularly effective, makes the AI go prone a lot.
- Suppressive Fire
Once placed on a unit you will receive a red diamond under your cursor. Move it to the desired location and left click to have the unit and its squad spray full auto at the location, regardless of any friendlies in the way.
- Toggle Flashlights
Select from the options available in the drop-downs for desired effect on specific side. Possibly only works on AI that have RHS-compatible rails for attachments.
- Toggle NVGs
Similar to above, select a side and if it should have NVGs or not. Will apply/remove based on selection.
- Un-garrison group
If you have told a group to garrison via the ACE AI Garrison Group Module, this will free them from the garrison order, allowing them to leave.
Add Full ACE Arsenal
Adds an ACE arsenal to an object, accessible via ACE interaction.
Remove ACE Arsenal
Used to remove arsenals given by the above module.
Used for toggling units into captive states
Sets any unit (including players) to the ACE captive state.
Sets any unit (including players) to the ACE surrender state.
Modules concerning medical elements.
Sets the player to the medic role, meaning that they can PAK and stitch as if they’d slotted in as one. Function available for players at the statue at spawn.
Assign Medical Facility
Used in CSAR missions with the full settings enabled. Place on a building you have spawned with Zeus, to allow doctors to stitch and PAK within it.
Assign Medical Vehicle
Used in CSAR missions with the full settings enabled. Place on a vehicle to allow doctors to stitch and PAK within it.
- Full Heal
Heals a player. Doesn’t always work, just use the below module instead.
Heals any unit (including players) to full as if they’d had an instant PAK used on them. Also fully repairs vehicles.
Can be used to heal groups by first placing on the ground nearby, then dragging and selecting the desired group, and then hitting Enter.
Select from the various drop downs to apply an injury to a unit. Be aware that injuries from this will make AI bleed out/die very fast.
Sets the unit to the unconscious state, or makes them conscious if they are not. Units set unconscious like this cannot be resuscitated except with another use of the module. Can be used to help fix problems that occur if players cannot move.
Add Spare Track
Adds a spare track to the ACE cargo of the selected vehicle.
Add Spare Wheel
Adds a spare wheel to the ACE cargo of the selected vehicle.
- Assign Engineer
Gives a unit the Engineer status. Largely useless on FK templates as all players are assigned as Engineers by default.
Assign Repair Facility
Use on a building object to allow vehicles to be fully repaired by an engineer while nearby.
Assign Repair Vehicle
Use on a vehicle to allow other vehicles to be fully repaired by an engineer while nearby.
Add Full Arsenal
Adds an unrestricted ACE arsenal to the selected object.
Adds Fast Roping to a compatible helicopter. Isn’t guaranteed to work with every one.
Opens the menu for configuring the weapons loadout for airborne vehicles.
Loadouts can be configured and then saved/loaded in the right-hand panel for future use as Zeus or a player.
Place on a unit to open a small window allowing you to select what side you would like to change the unit to.
Load into Cargo
Place on a box of something and then a suitable vehicle to load the box into the cargo of the vehicle. Larger boxes will need larger vehicles.
Removes any arsenal that you have placed on an object.
Place at the desired location to get a list of all available players, and select your target. Has a tickbox to allow you to teleport their group.
Does what it says on the tin. Objects with no simulation cannot interact with the outside world besides being physically and visually there. Think the objects at spawn. They are effectively invincible, until the simulation is re enabled and all things that should have happened (IE ragdolling because dead), will happen.
Update Editable Objects
Enter the desired radius to add or remove (depending on tickbox) objects from your zeus interface.
Select from an extensive list of animations to apply to a unit. Select if you want this unit to remain ready to react to combat or not. Do not use on players as it fucks shit up.
Use to tweak what things the specified AI unit is allowed/disallowed to do. VCOM may override this.
Doesn’t seem to work. Hold alt and drag up instead.
Place on a unit to speak as them in a chosen chat channel.
Garrison Building (Instant)
A sometimes glitchier alternative to ACE AI’s garrison module. Works much the same except always will teleport.
Have a Seat
Place on a compatible chair object and then select a unit followed by pressing enter to have that unit sit in the chair. Unit will remain stuck to the chair and in the seating position, even if the chair is deleted.
Select a distance from the current point and from some variables to define a patrol point for a unit and its group.
Search and Garrison Building
Place on a unit to have them find the nearest building and garrison it.
Place on a unit to have them search the nearest building.
Set Suicide Bomber
Place on a unit to have their gun removed and a suicide vest placed on them if chosen. Set how far away the explosion should trigger, the size and effect and what side’s presence should trigger the detonation. Can still give orders to the unit post placement. Unit will also make a comment in Global Chat just before triggering.
Select what captured animation to set a unit to, along with what interaction will be available when looking at them as a player. Place the module on the unit again to release them.
Allows any units that have been garrisoned using a module in this section to be released from garrison and move away or follow orders.
Modules in this section spawn a group of the selected animals. Are server side unlike the default animals, so all can see them.
Add Full Arsenal
Adds both a vanilla and an ACE arsenal to an object. Vanilla is accessed via scroll wheel, ACE one via ACE interaction.
Copy to Clipboard
Place on an object to open a box with text to be copied relating to the arsenal available in the object.
Used to create a custom arsenal. Select if the default items are sufficient or customise what is available such as GPS, static weapons, tents and more.
Place on an object to paste arsenal settings text you copied before into the new arsenal.
Removes any arsenal you have placed using the above module.
Plays music from a given selection to specific units. Avoid using in missions as can be extremely annoying.
Play Radio Message
Play a radio message from an AI voice that is also put in chat.
Freezes your game briefly as all the available sounds are loaded. Select one of the options to have that sound play from where you placed the module. Many don’t seem to work.
An interesting module for damaging or repairing buildings. Be aware that destroying a large amount of buildings with this will lag horrifically. Can only be used to destroy buildings that have a destroyed texture.
To repair buildings, set mean damage to none.
Use to set compatible doors to be locked, and if they are breachable or not.
Use to switch off compatible light sources in a defined range.
Modules that concern code and script-like elements. Use with caution.
Use to load an advanced composition you have made previously.
Bind Variable to Object
Assigns the chosen object a variable that can then be referenced in other scripts.
Copy mission SQF
Use to create a script that contains up to all the objects in the mission. Use carefully, and do not save live AI or complex structures. Be aware that stuff that is not always saved correctly and may fuck up on re-placement later. Be mindful map marker text isn’t saved.
Execute Code Module
Use this to execute any script, including mission SQFs. Be very careful using this, it is a powerful tool. Executing any script Globally means that all user clients will run it, so be extra careful running in that.
Allows you to view the inner workings of script commands and functions.
Show in anim viewer
Place on a unit to be able to view its different animations available. Not used in missions.
Show in config
Displays a console for debugging. Not used in missions.
Advanced Weather Change
Use to finely select weather settings. Doesn’t always take.
Creates an earthquake of your design at the placed module location. Can damage buildings but not players.
Allows you to place a filter over everyone’s screen. Really annoying and also buggy, do not use.
Used to select a specific date and time. Be aware that Arma will pay attention to the month in regard to what moon phase is used, and therefore certain months will have brighter nights, depending on the year. Also includes a handy bar that shows the times of where dawn/dusk begin and end.
Warning: This module sometimes makes players blind. If this happens use skip time to move forward a little bit to give players the transition screen.
Skips time forward a selected amount. Gives players a transition screen that last a good few seconds. Do not spam in continuous succession.
Alter how fast time flows between normal and 60 times as fast. Can also be used to freeze but not slow time.
A simpler version of the earlier module. Select a type of weather and amount of fog. Any fog placed using this module will start at whatever height you place it and get thicker the further down you go, for the entire map. IE don’t place it on top of the tallest mountain or the entire map will be unable to be seen.
Allows you to add or remove NVGs/Light attachments/IR lasers from compatible guns/units that you select. Only works on units that have weapons compatible with the RHS UTG-Defender flashlight.
Add/Remove Turret Optics
Allows you to remove/add night vision and thermals to compatible turret optics.
Attempts to attach a chemlight of your chosen colour, or an IR grenade. Chemlight application seems buggy.
Change Vehicle Loadout
A commonly used module in missions with tanks, as crews will often request HE-FRAG rounds. In the menu you select which gun you which to edit first. In this example we will select the main gun of the M1 Abrams, which usually has 256 in its name.
Then select which ammo type to edit the amount of next. We will choose HE-FRAG here.
Next select an ammo count and the amount of magazines. Finally hit okay to confirm changes. Should be done with no one in the tank.
- Toggle Light/IR Laser On/Off
Forces rail attached lights or lasers on or off for the selected units.
This section concerns fire called in from the ether or from units on the map. Has a few “paired” modules, where you create specific targets with one and direct the strike with another.
Use this section with *extreme care*, and do not spam it because it makes you feel powerful. Always use in a realistic way, and with low amounts.
Zeus placed artillery
The first three modules of this section are artillery strikes that are called from the sky. The red section in the middle basically guarantees death, while the yellow radius indicates the possible damage range (although shrapnel can go beyond this).
Drops a single 155mm shell.
Fires a barrage of rockets. Big explosion.
A relatively small strike that can still do a lot of damage.
Use this module on an attack helicopter to specify a target and what munitions you want to use. Create a target first by using “Create CAS Target”. Only works with Gunships (Think Hinds and Apache style) rather than helicopters with weapons
Artillery Fire Mission
Use this module on an artillery piece or mortar to specify a target and what munitions you want to use. Create a target first by using “Create Artillery Target”. Can be used to direct multiple units at once.
CAS - Bomb Strike/Gun and Missiles/Gun Run/Missile Strike
Warning: Once you place your first “CAS - “ module, your game will freeze for a while, to load all jets and their armaments.
Once you select your type of strike via the module you want, you will then need to select a jet. Once that is done the jet of your choosing will spawn in at a distance and a reticule similar to the artillery ones above will appear. The jet will come in, make it’s run, then egress away before despawning. Not a fun module to use in missions because players will be trying to find a jet that has since disappeared.
- Create Target
Creates a target point that can be used for the Advanced CAS, Artillery Fire Mission, and Suppressive Fire modules from this section. You may opt to have a laser target the area also.
- Suppressive Fire
Use this module on an infantry unit to specify a target and what munitions/fire mode you want to use. Create a target first by using “Create CAS Target”. Warning - destroys frames and has unlimited ammo
A set of custom modules for FK.
Add Map Marker
Adds a persistent map marker to a unit or vehicle, like our default BluForce Tracking.
Remove All Map Markers
Removes all persistent, tracking map markers, such as BluForce Tracking.
Remove Map Marker
Removes an individual persistent marker of your choice.
This section can be safely ignored. It is never used within FK.
A section that concerns objects and their interaction.
Allows you to attach one object to another. Select the object that will be attaching, followed by the object that will be movable (or the “base”), and hitting Enter. The attached object will have its hitboxes removed somewhat, and will be tied to the base object.
Select a distance to move the unit up, and upon confirmation they will teleport to that height.
Turns a non-unit object into an IED of your design. Set what side it will react to, and the nature of the explosion.
Allows you to toggle if an object or unit is simulated. A object with this disabled will not react to anything used against it, until simulation is re-enabled.
Equip with IED jammer
Equips a compatible land vehicle with a jammer for certain IEDs
Makes the selected object invisible, but is still accessible for Zeus.
Makes a selected object or unit invincible. Using on a vehicle and selecting True for include crew does not always work.
Makes a compatible Zeus-placed helipad into a Rearm, Refuel, Repair station. Does not work currently.
Make Statue Actions
Choose what actions from the spawn statue you would like to assign to your chosen object. Assign Pilot/Medic/Doctor or All are the choices.
Use to turn objects in any direction. Can also hold left shift and drag an object to turn on the spot.
Sets an object to belong to the server or Zeus. Useless in missions.
Includes a number of player-centered modules. Includes some custom modules such as the Respawn one!
Not applicable nor usable in our missions.
Change side of player
Use to change the side of the selected unit or it’s group. Takes a good while to run once placed.
Creates the teleport pole! Can be used on objects to make them into teleport poles too. When creating teleport poles, if you move them after creation they tend to break and not allow people through, or teleport some people the original position. If a new pole/placement is required - it’s best to create a new pole.
Set on a unit to make them do one of two selected exercise animations.
The all important Respawn module!
Select to respawn from All, Selection, Player. For Selection and Player you will need to select what player(s) you wish to respawn and hit enter.
Set medical degree
Similar to the assign medic status module, this allows you to also assign units as Doctors.
Set Radio Frequencies
Allows you to manually alter the frequencies of different radio channels for TFAR. Best not to use, as templates set them by default.
Set View Distance
Use on a player to increase their or their groups view distance beyond the default 1.5km. Be aware that this also alters the max view distance of all AI to match this value.
Use to teleport specific players/groups to your chosen location.
Create new LZ
Creates a marker/point with your chosen name that airborne units spawned using this section can reference.
Create new RP
Creates a marker/point with your chosen name that ground based units spawned using this section can reference.
This module will spawn your chosen unit, and will follow the instructions you give it from the drop-downs. For instance you can have a truck move to a RP/Marker, drop off troops and RTB.
The units you choose will spawn where you place this module to open the menu.
Used for dropping off vehicles or AI units via airdrop/slingloading, at a point you have designated with the Create new LZ module. Units from this module will spawn where you place the module before selection.
A set of modules that no Zeus in FK has ever used, to my knowledge. Will confuse you every time you go to look for the actual Respawn module.
Used to end missions and a few small details.
Allows you to edit the briefing section seen in the menus of the player map.
Change Side Relations
Changes how AI of different sides react to other sides. For instance INDfor can be made friendly to player BLUfor units.
Start a timer before a specific action from the End Scenario module will play.
Used to create intel objects that players can interact with. Be aware that the text can not always fully go through, especially when edited after initial placement. Will appear in the map menus for the allowed players.
- End Scenario
Used to end the mission, with a complete or a failed screen. Also allows entry of text to appear until the admin clicks through.
Not used in FK missions or templates.
Allows you to name the current scenario. Will play an animation in the bottom right and change the name in the top left of the players’ map screen.
Used to spawn a number of advanced or large items.
Allows you to spawn an advanced composition you have previously saved.
Creates a minefield of your specification.
Spawns a selected effect, including flares and fires of various types amongst others.
Spawns a large, inert submarine that floats in water. Nice to look at but not much else.
Spawns a large, inert boat that floats in water. Nice to look at but not much else.
- USS Freedom
Spawns the large aircraft carrier. Not useful apart from being a floating platform. If you want players to be able to teleport to it, place an object floating a little bit above the deck, then make it a teleporter by placing the “Create Teleporter” module on it. Much less glitchy than other alternatives.
Also tick the “Specify Position” tickbox in the bottom right of the modules pane to be able to position objects before they spawn, and then hitting enter to create them.
Module(s) for the TFAR mod. Currently non-functional in Zeus.
Add/Remove editable Objects
Use to add or remove objects from your Zeus interface, and if they are editable or not.
Opens the arsenal screen on the selected unit.
Hides the Zeus eagle, which is already disabled on FK templates.
Displays the entered text in the top right of all player’s screens.
Promote to Zeus
Use on a player to give them access to the Zeus interface. Will freeze all existing Zeuses games for a period, and mess up their modules and interface upon return. Simply control and exit a unit to fix said bug.
Use on an AI unit to remotely play as them. Also possible via holding Left CTRL and double Left-Clicking on a unit.
Switch side channel of Zeus
Switches the side channel of your current Zeus from the virtual side. Be aware that being on a player-based side means that AI can see you and possibly shoot at you if you are an enemy!
Switches your Zeus into an AI character semi-permanently (and if relevant, makes your current unit invisible).
Zeus Lightning Bolt
The glorious weapon of Zeus. Delivers a large amount of damage to the selected area. Use this to signify the TP pole is down or remove unruly players or buildings in a show of force.