Arma 3
ZEUS WARGAME [test build]
158 sonuçtan 81 ile 90 arası gösteriliyor
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Güncelleme: 14 Şub @ 0:40
Güncelleyen: Jacktheviper

-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

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

Güncelleme: 9 Şub @ 9:25
Güncelleyen: Jacktheviper

Güncelleme: 6 Şub @ 21:54
Güncelleyen: Jacktheviper

-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

Güncelleme: 3 Şub @ 23:30
Güncelleyen: Jacktheviper

-improved line of sight calculation to be more accurate

-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

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

Güncelleme: 1 Şub @ 21:53
Güncelleyen: Jacktheviper

-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

Güncelleme: 30 Oca @ 23:17
Güncelleyen: Jacktheviper

-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

Güncelleme: 29 Oca @ 16:26
Güncelleyen: Jacktheviper

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

Güncelleme: 29 Oca @ 0:04
Güncelleyen: Jacktheviper

-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 (distance based on unit size)

-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

-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

Güncelleme: 23 Oca @ 22:38
Güncelleyen: Jacktheviper

-Smart Path Planning
-road magnetization; when the shift key is pressed while a vehicle is selected the drawn path will try to follow along the middle of the closest road

Güncelleme: 10 Oca @ 20:14
Güncelleyen: Jacktheviper