Arma 3
ZEUS WARGAME [test build]
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Pembaruan: 7 Okt 2024 @ 10:25pm
berdasarkan Jacktheviper

-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

Pembaruan: 6 Okt 2024 @ 10:49am
berdasarkan Jacktheviper

-reworked turret system
*excluded player controlled units from the turret system
*when the dismount action is used, by pressing 'SPACE' or the 'SHIELD' icon from the quick action bar, the unit will exit the turret and then start carrying it
*while carrying a turret the unit movement speed is limited
*can set up the turret again by pressing 'SPACE' or the 'SHIELD' icon from the quick action bar
*exiting/ejecting from a turret will simply leave it on the ground

Pembaruan: 3 Okt 2024 @ 4:50pm
berdasarkan Jacktheviper

-excluded player controlled units from the turret system
*temporary solution, the system will be overhauled in the future

Pembaruan: 2 Okt 2024 @ 11:58pm
berdasarkan Jacktheviper

-draw group icons for not controllable friendly units on the map and in the 3D scene

-added new unit cost module option to always add crew to vehicles placed by Zeus

-supply point module
*added a new option to set the max limit of supply points a supply unit can hold
*added a new option to continuously generate supply points for a supply unit

-optimized functions
*vehicle reverse move
*draw enemy group target icon
*convoy following
*infantry take cover

Pembaruan: 30 Sep 2024 @ 2:50pm
berdasarkan Jacktheviper

-fixed; disabling 'Hide units in fog of war' Addon option was hiding the enemy group target icons

Pembaruan: 30 Sep 2024 @ 2:07pm
berdasarkan Jacktheviper

-fixed; adding multiple waypoints with 'CTRL' would cause vehicles to stop
-attempt to fix the "tank spinning glitch" *(likely was caused by calling doFollow during scripted move)

-added new option to the objective area module
*deployment Area; if checked this objective will add a unit Deployment Area to the side that captures it

-now the objective area module can be trigger activated
*when synched to a trigger in the editor the objective area will only appear after the trigger is activated

-patrol loop
*moved the patrol loop icon to the correct position, first path point

Pembaruan: 29 Sep 2024 @ 10:59am
berdasarkan Jacktheviper

-added new option to the objective area module
*deployment Area; if checked this objective will add a unit Deployment Area to the side that captures it

-now the objective area module can be trigger activated
*when synched to a trigger in the editor the objective area will only appear after the trigger is activated

-added the ability for zeus to place units on top of surfaces such as ships and rooftops

Pembaruan: 26 Sep 2024 @ 9:44pm
berdasarkan Jacktheviper

-added the ability for zeus to place units on top of surfaces such as ships and rooftops

Pembaruan: 26 Sep 2024 @ 6:25pm
berdasarkan Jacktheviper

-fixed and improved Ambush and Fire Support 3D area rectangle visualization and setting up function

-added option box to name fire missions, the name will appear above the fire mission icon

-added 'Full minimalist interface' Addon option
*if unchecked the individual unit icons will still appear when the 'minimalist interface' is toggled

-fixed range check in the forward observer routine
*line should turn red when the target position is out of range
*added callout message when out of range of the forward observer

Pembaruan: 23 Sep 2024 @ 10:26pm
berdasarkan Jacktheviper

-obj area module
*fixed 3D area drawing

-optimized object area module functions
-optimized cancel function