I am requesting an Add-on to allow Zeus to run scripts as Zeus Modules.
There are many scripts that are only usable if applied before a mission begins (during the mission editor process). These scripts are therefore not easily available to a player acting as Zeus, hoping to create their missions on the fly. While it is often possible for Zeus to paste these commands into the debug menu of the chosen target, this is not a simple solution.
What I’m seeking are blank Zeus modules that can be customised by the sandbox mission maker to allow a Zeus player the ability to activate scripts on the targets they designate, without that player needing to enter any actual scripting themselves. The modules would derive their script from some form of customisable file which the mission maker would associate with a given script. For example aliascartoons fire script:
nul = [this,_day_time,_life_time,_radius,_damage_inflicted_surround,_kill_vehicle_in_fire,_human] spawn compile preprocessFile "Scripts\fire.sqf";
For more about this specific script go here
This would then allow the Zeus player to select the associated module and click it on top of their target, initiating its effects in much the same way as other zeus modules (remote control).
Using this system the mission editor could offer zeus a number of prebuilt modules, each of which allow them to essentially activate customised scripts.
There would probably need to be a way for the mission editor to set a name for the module as well, “Large Fire” for example.
Basically this is a request for an add-on which generates blank/stock Zeus Modules that a mission editor can customise and offer to Zeus, giving them even more tools for their tool box. This would be a fantastic way to increase the level of freedom offered by the sandbox nature of Zeus.