Arma 3
ZEUS WARGAME [RTS mod]
Näytetään 21–30 / 176
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Päivitys: 23.3. klo 1.52

-hotfix; fixed an issue with fog of war introduced last path

Päivitys: 22.3. klo 1.01

-tactical step, Hold the 'ALT' key while drawing a path in Planning Mode to tell a soldier to move laterally or backwards while maintaininig his weapon pointed forward,
can also hold 'SHIFT' to turn the Path arrow around to determine the direction the soldier will look at.


-fog of war system
*changed LOS code to be fully unscheduled in order to improve performance, responsiveness and accuracy
*fixed an issue with previously empty/captured enemy vehicle that could cause friendly fire


-quick garrison
*moving the mouse over a building while an infantry group is selected shows a symbol indicating that the building can be garrisoned and the number of builing positions
*right click to order the group to quickly garrison the building

Päivitys: 24.2. klo 13.36

-new editor module, Custom Fortifications, to add custom engineer fortifications
*objects synched to this module will be available to be placed by engineers using the fortifications menu
*options to set the cost, size, direction and to remove the default fortification options


-new editor module, Custom Menu, to add a custom context sensitive menu option to an object
*option name
*checkbox; require a unit selected?
*custom code; executed globally when option is clicked

-Smart Path Planning System
*added path drawing assistance, try to automatically draw a path around obstructions

-limit max vehicle speed in scripted move/convoy mode to 80km/h in order to reduce crashing

-added the ability to order an Anti-Tank or rifle grenade launcher shot manually; select the launcher weapon slot using the 'switch weapon' command or pressing '[' then use the suppressive fire action
*known issue; sometimes the soldier does not want to shoot (cancel the action and try again)

-AT quick shot system, force soldiers armed with an AT launcher to take a quick shot at freshly spotted enemy vehicles at close range
*add the addon option 'Enable quick shot AT system'; when activated AI controlled soldiers armed with AT weapons will have better reaction and aim when shooting at close range targets.

-fire support menu, friendly arty units that are not in the player zeus control list will be set to 'dont fire' by default

-changed very small drones visibility stats to be more easily spotted by enemies

-tweaked vehicle los function for vehicles to use main turret direction for los calculation

-rebalanced base view range for some units and the impact of stealth value on the view range.

-removed target spotted announcements for empty vehicles

-custom vehicle crew will now also be saved by the unit cost module

Päivitys: 9.2. klo 9.26

-greatly improved the line of sight function to be more accurate

-greatly improved the reverse move command to work more reliably
*select a vehicle and right click behind it to order the vehicle to reverse move towards the mouse position

-Smart Path Planning
*road magnetization; when the shift key is pressed the drawn path will try to follow along the middle of the nearest road
*path smoothing, when the path drawn is too close to wall or obstacle, push the actual path position away slightly

-added ability to cancel out of any special waypoint placement modes with a right click
-added a highlight to the path of a path arrow that is beig hovered

-cutting path
*use 'LeftControl + LMB' or the 'delete' key to cut the path at the mouse pointer position and return the path arrow to this point

-improved enemy AI defensive grenade throw
*when an AI unit is pinned down behind cover, it will throw a grenade on nearby enemy

-fixed an issue with laser targeting where the unit would not fire the correct ammo type selected by the player

-added a custom icon near the mouse pointer indicating if a special mode is selected (placing fortification or explosives)

-now the player is allowed taking direct control of vehicle crew during scripted move

-fixed an issue with the engineer breach command not working properly

-fixed an issue where deleting units would refund more zeus points than their original cost during preparation phase

-the unit cost module now will also save all itens inside a vehicle inventory, vehicle appearance, unit traits such as engineer, EOD, medic... and Group Trait init modules such as the one used to set radio range

-clear grass near a position when the dig in engineer command is used

Päivitys: 10.1. klo 20.14

-disciplined vehicle AI fix
*AI tweaks to fix the issue where vehicles in 'hold position' mode would move or spin around independently of player commands
*by default the AI starts in 'hold position', to make the vehicle use vanilla AI behaviour change the mode in the T menu AI options to 'move at will'
*to set the default AI mode to 'move at will' uncheck the option 'AI default movement mode' in Addons option

-added faisafe check to make sure vehicle has moved from initial position in scriptef move

-added 'vehicle waypoint' menu option to the 'T' menu
*'land', 'transport unload', 'hook' and 'unhook', 'load vehicle inside vehicle cargo' and 'unload vehicles from cargo' new waypoint options

-added the group management menu to the quick action bar (lower right side of the screen)
*allows the player to rename groups, join all selected units to the same group or split them all from their groups, change AI movement mode and action mode and see the group information card

-removed the O shortcut key that displayed the group information, now to see the group information can also use the group management menu

Päivitys: 20.12.2024 klo 21.47

-zeus camera tweak to allow playerto look above like in zeus enhanced

-path arrows size now changes based on the distance to the camera to improve visibility at long distances

-new addon option "Toggle minimalist interface", minimalist interface mode will be toggled automatically to improve visibility during Planning Mode, on by default.
*jac_pathPlanningMinimalistHUD

-add a limit to vehicle moving speed in path planning scripted move in order to prevent running off road as much

-added the option "Show the scorebar" to the Zeus Init module; uncheck it to hide the scorebar that shows how many Victory Points each side has

-engineer fortification points are now tied to the individual unit instead of the group
*each engineer unit starts with 100 fortification points, which are used to place fortifications like sandbags, barbed wire and tank traps on the map using the 'fortifications' menu

-added the mod logo as a Shoulder sleeve Unit insignia that can be found in the arsenal

-fixed an issue with the engineer 'breach obstacle' command

-reverted disabling AUTOTARGET and FSM because it didnt solve the issue with units moving on their own

-fixed an issue where if the zeus key was pressed right at the start of a PVP match, the player was able to access the regular zeus interface without the limitations set by the unit cost modules

Päivitys: 8.12.2024 klo 20.14

-added new information to vehicle bar
*current ammo selected to be used when the suppressive fire command is used
*current engine mode; if engine will be kept running or turned off whenever the vehicle is idling for a while (change the mode in AI options menu in the T Menu)

-click on ammo icon to open the select ammo type menu

-when a vehicle is captured, remove population cost from the Zeus that owned it

-added the Zeus Points and Victory Points rewards assigned to an unit in the unit cost module to the creation menu information sidebar

-engineer
*added small and large sandbag fighting positions to the engineer fortification options
*added camouflaged net to the engineer fortification options

-can now tell units to garrison bunkers present on the map or placed by Engineer units

-fixed, players using the Add nearby objects command to get control over another player suppression action handler

-improved AI control (experimental)
*disabled FSM and AUTOTARGET in "Hold position" movement mode
*changing to "move at will" will reenable all vanilla AI functions

-attempt to fix; some RHS armored vehicles that seem to have issues spotting and engaging enemy targets

Päivitys: 30.11.2024 klo 13.57

-improved garrison function to be more reliable and place units at the right top or bottom positions in the target building depending on the garrison option chosen by the player

-added a new option to the Unit Cost Module; 'Zeus Points Reward';
*when a unit of the kind synched to the module is killed, Zeus players that control the killer unit will receive this amount of points as a reward, the value can be set from 0 to 1000

-added a new option to the Unit Cost Module; 'Victory Points Reward';
*When a unit of the kind synched to this module is killed, the side which the killer belongs to will receive this amount of Victory Points as a reward, the value can be set from 0 to 100

-added new options for the Zeus init module to enable/disable nightvision and thermal vision for the Zeus camera

-vehicle status bar
*click on the vehicle crew information icon to dismount passengers, if there are no passengers, the crew dismounts (affects all currently selected vehicles)

-added vehicle smoke icon vehicle status bar when a vehicle with smokescreen launcher is selected
*click to launch vehicle smoke when available (affects all currently selected vehicles)

-changed the Zeus Tactical Ping default shortcut to "Left SHIFT + left mouse button"

-fixed an issue with Direct control when Wargame Zeus Anywhere is used

Päivitys: 23.11.2024 klo 16.08

-added 'Zeus Tactical Ping'
*Zeus players can place a 3D marker visible to other Zeus players using 'Left ALT + Left Mouse Button'

-added new unit cost module option, 'start in the air'
*if this option is checked, aircraft placed by the Zeus will start at flying altitude.

-added new Deployment Area module option, 'remove after Preparation Phase'
*if checked, this Deployment Area will disappear automatically when the Combat Phase starts after the Preparation Phase.

-added 'Custom victory condition' to PVP Mode Init module
*this expression will be checked every second, when it returns 'true' the game will END and the side with the most points will win.

Päivitys: 17.11.2024 klo 14.18

-tweaked suppressive fire in order to have more accuracy when shooting at long range target positions

-fog of war
*now enemy vehicles inside fog of war wont be automatically made visible when empty, they must first be spotted by a friendly unit
*if the vehicle is captured, then it will stay visible for the new owner

-fixed AI automated defensive grenade throw
*AI controlled units (not in the control list of any Zeus player) will attempt to throw a grenade on units assaulting directly in front of its position when they are pinned down behind cover