Arma 3
ZEUS WARGAME [test build]
161 sonuçtan 101 ile 110 arası gösteriliyor
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Güncelleme: 12 Ara 2024 @ 13:56
Güncelleyen: Jacktheviper

-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

Güncelleme: 8 Ara 2024 @ 20:13
Güncelleyen: Jacktheviper

-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 positins 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 reeanble all vanilla AI functions

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

Güncelleme: 4 Ara 2024 @ 17:35
Güncelleyen: Jacktheviper

-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

-attempt to fix; some RHS armored vehicles that seem to have issues spotting and engaging enemy targets
*problem seems to be the unit in commander role/turret is the vehicle effectiveCommander, but it does not have a weapon turret so it was not getting used by the fow system properly
>added leader of the vehicle effective commander group to fow system
>added dowatch, dotarget to fire routine

-engineer
*added small and large sandbag fighting positins 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

Güncelleme: 30 Kas 2024 @ 13:57
Güncelleyen: Jacktheviper

-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

Güncelleme: 29 Kas 2024 @ 0:13
Güncelleyen: Jacktheviper

-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

-improved garrison function to be more reliable and place units at the right top or bottom positions in the target buildin

Güncelleme: 25 Kas 2024 @ 15:09
Güncelleyen: Jacktheviper

-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)

Güncelleme: 23 Kas 2024 @ 16:07
Güncelleyen: Jacktheviper

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

Güncelleme: 22 Kas 2024 @ 11:18
Güncelleyen: Jacktheviper

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

Güncelleme: 21 Kas 2024 @ 16:01
Güncelleyen: Jacktheviper

-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.

Güncelleme: 15 Kas 2024 @ 14:44
Güncelleyen: Jacktheviper

-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