Arma 3
ZEUS WARGAME [RTS mod]
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Update: 10 Nov, 2024 @ 11:10pm

-added a new icon to the vehicle information sidebar with vehicle crew and passenger information

-fixed Deployment Area was not added to some players at the beginning of the match

-can now synchronize a Deployment Area module to trigger in order to only create the Deployment Area when the trigger is activated, multiple modules can be placed

-fixed issue with direct control when the controlled unit is also the Zeus camera area object

Update: 8 Nov, 2024 @ 1:07pm

-spotted mines will be marked with an icon both in the map and in the Zeus view
*can be disabled in Addon options 'mark known mines'

-new addon option to automatically remove enemy units from the Zeus control list; 'Remove enemy units from Zeus' added to the misc section
*based on a requested feature from some players

-taking damage from nearby explosions will now trigger the pinned down state for units in cover

-fixed an issue with the Victory screen not showing the proper winning side in a PVP match

Update: 3 Nov, 2024 @ 1:22pm

-added a new Addon option, 'Force units to stop', If checked it will force units to stop moving when the player enters Planning Mode with 'TAB'.
*the option is off by default.

-placing explosives
*units will stick the explosive to a vehicle or building wall if it is close to the target waypoint position

-soldiers will now break building windows when the group garrisons or when the unit is ordered to take cover near a window

-zeus reconnecting
*now players will maintain the same Zeus unit control list, zeus creation points and population cap data when reconnecting to the same game session on the same side

-fixed issue with Zeus init module where players would not become Zeus in MP
*if the issue still persits, try disconnecting and reconnecting to the server

-show popcap cost when a unit is selected in the Zeus creation menu

-added the ability to refund units inside the deployment area when deleting them
*the amount of Zeus points refunded is determined by how damaged the unit is, the max value that can be refunded is equal to 80% of unit original value

-FO fixes
*area selection is green but it does not allow fire mission
*if there is no los to target pos, do not exit set fire support mode and reselect FO unit

Update: 25 Oct, 2024 @ 9:40pm

Update: 25 Oct, 2024 @ 9:13pm

-engineer rework
*added a new waypoint to repair vehicles automatically; the engineer unit will move to and fix nearby vehicles (the waypoint stays until it is cancelled)
*supply points will no longer repairs vehicles, only rearm and refuel

*separated engineer menu options into 'engineer' and 'fortifications' menus
*engineer menu options will only appear when an engineer group is selected by the zeus

-added population capacity system to the Zeus PVP modules
*zeus init module, added option to set the pop cap for zeus connected to it
*unit cost module, added option to set the popcap cost of units connected to it

-improved JIP compatibility for wargame modules
-fixed JIP players not being able to become Zeus using the zeus init module

-carrying turret
*balancing, unit carrying a turret will have reduced stamina and cannot go prone
*if turret is destroyed it will be dropped and the group trait is lost

-fixed issue with fire mission not being executed sometimes

Update: 18 Oct, 2024 @ 10:57pm

-fixed; player loses Zeus powers after being killed and respawning in multiplayer

-if an enemy unit that belongs to an enemy zeus player enters a vehicle, it will be removed from the control list of the player (should only affect PVP matches)
-fixed; sometimes when a zeus player opens a unit inventory, all the other zeus players see the inventory screen

-now will recalculate convoy moving speed when the group speed mode of the lead vehicle is changed by the player
-added new supply module parameter to determine if a supply vehicle can be used to reinforce infantry groups
*jac_isSupplyPointReinforceGroup

Update: 15 Oct, 2024 @ 2:36am

-contextual menu removed from dead vehicles
-contextual menu was sometimes missing for non-empty vehicle when minimal interface was activated

-empty vehicles tab was not showing when minimal interface was activated
-improved vehicle convoy following routine when not using 'Planning Mode' to move

Update: 14 Oct, 2024 @ 11:05am

-jac_fnc_moduleObjArea logic object was not added to some of the Zeus players in MP

Update: 9 Oct, 2024 @ 3:04pm

-can now open the currently selected vehicle inventory by pressing 'I' or selecting 'inventory' from the AI options menu

-added option to choose whether to save or not save the unit loadout in zeus unit cost module

-added disableAI "FireWeapon" command while in maneuver mode
*should make it even more reliably prevent units from engaging spotted enemies

Update: 7 Oct, 2024 @ 10:23pm

-added new AI option to the Tactical Menu 'toggle engine'
-toggle engine: toggle the currently selected ground vehicle engine on and off, when turned on this way, the engine wont be turned off unless ordered to.
*can also be used by pressing 'PAGE UP' or 'PAGE DOWN'

-fixed some issues with the turret system
*carried turret will be hidden when the unit enters a vehicle and will appear again when the unit exits