Zeus Sector Control CSAT-NATO
A Zeus-versus-Zeus sector control gamemode for Arma 3 on Altis. Two Game Masters — one commanding NATO, one commanding CSAT — build and direct their own forces to capture and hold sectors. Holding sectors drains the enemy's ticket pool. First side to zero tickets loses.
Mission Info
- Map — Altis
- Players — 2 commanders and 2 spectators
Sides & Slots
Four playable slots total. One Zeus commander per side plus up to two spectator slots.
NATO (WEST)
- Zeus / Commander slot (
B_VirtualCurator_F) at NATO HQ - Runs
NoWatermark.sqfon init to hide the Zeus watermark - Curator:
z1— all addons enabled, full player/group/object attribute permissions
CSAT (EAST)
- Zeus / Commander slot (
I_VirtualCurator_F) at CSAT HQ - Runs
NoWatermark.sqfon init - Curator:
z2— all addons enabled, full player/group/object attribute permissions
Each base is pre-stocked with support assets (truck, quadbike, MRAP, repair truck, helicopter, a soldier) that the Zeus can use as starter placements.
Sectors
Three neutral sectors (ModuleSector_F) are contested throughout the match. All sectors share the same capture cost table.
- Alpha
- Bravo
- Charlie
Capture cost (points contributed by units inside the sector)
- Infantry — 1
- Player — 2
- Wheeled vehicle — 2
- Aircraft — 2
- Tracked vehicle — 4
- Watercraft — 0
Task title on capture: Capture %1.
Ticket / Bleed System
The ticket bleed is driven by a ModuleBleedTickets_F:
- Starting tickets per side:
500 - Bleed ratio:
0.5— the side that owns fewer/less-valuable sectors bleeds tickets proportionally - Tick interval:
2 s - Max bleed per tick:
1
While a side holds more sector value than its opponent, the opponent loses tickets on every tick. First side to 0 tickets loses.
Sensor triggers (WEST SEIZED, EAST SEIZED) fire on ownership changes to keep sector visuals in sync.
Map Setup
- NATO HQ marker:
[16482.91, 5.58, 9753.96] - CSAT HQ marker:
[18139.26, 63.88, 11677.26] - Respawn marker:
respawn_guerrila(CSAT base area,[18131.83, 62.46, 11660.40]) - Ambush / point-of-interest markers scattered around the map to hint at engagement zones
Scripts
init.sqf
Bootstraps the mission — just kicks off cleanup:
[] execVM "cleanup.sqf";cleanup.sqf
Deletes corpses/wrecks 60 seconds after death to keep entity count down. On every 10-second pass it stamps RYD_DeathTime on newly dead entities, then removes them once that stamp is older than 60 s:
while {true} do {
sleep 10;
{
_sandGlass = _x getVariable "RYD_DeathTime";
if (isNil "_sandGlass") then {
_x setVariable ["RYD_DeathTime", time];
} else {
if ((time - _sandGlass) > 60) then {
deleteVehicle _x;
};
};
} foreach AllDead;
};An older, commented-out block at the top of the file is kept as reference — it tracked entities disappearing from wholeworld and, on a 500 s cycle, deleted ships/aircraft/land vehicles along with any dead crew or nearby dead men. Disabled in favour of the simpler AllDead sweep above.
NoWatermark.sqf
Executed by both Zeus slots on init to strip the Zeus interface watermark for a cleaner commander view.
How a Match Plays Out
- Two players load into the NATO and CSAT Zeus slots. Each has full curator access over their own side. Enemy units icons are hidden.
- Each commander deploys forces from their base — using pre-placed support assets or spawning new units via Zeus — and pushes toward the three sectors.
- Units inside a sector accumulate capture points per the table above; once one side dominates, the sector flips to that side.
- The side holding more sector value bleeds the opponent's tickets at up to 1 per 2 s.
- Dead units and wrecks are auto-cleaned after 60 s.
- When one side's tickets hit 0, that side loses.
Files
mission.sqm— Placement of sectors, bleed module, curators, base assets, markers, triggersdescription.ext— Mission header, respawn, game type, player limitsinit.sqf— Launches cleanup loopcleanup.sqf— Corpse/wreck cleanupNoWatermark.sqf— Removes Zeus watermark for commander slotsimages/rts.jpg— Load screen