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- Improved AI shooting routine
*better target prioritization, AI selects the appropriate weapon and ammo type for their target, increased engagement ranges, better AI aiming skill customization
-added Set Unit Skill module with the options:
-Aiming Skill
*Set the unit's aiming accuracy
-Max Shooting Range
*The base Max Shooting Range at which AI units will engage targets, the attack range can be increased by long range optics.
-added basic support for the K9 Companion mod by J3FF
-added basic support for the Marby s Critters mod by Marbearis
*can use the path planning mode to control the dog companion and ants movement
*spitter ants attacks accuracy will be based on the unit skill level
This is the most impactful update in a while, with the new AI shooting functions, the game is completely changed.
There are too many changes to list here, check them in the changelog:
https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/2932697000
You can separate the characters from the squad, either holding CTRL and using the left mouse button to disconnet the characters from the squad, or you can click on the group management menu option at the bottom right corner of the screen and selecting the option to split the group.
The mod checks if there are enemies near the building before attempting to teleport the units.
private _crew = [driver _tank, gunner _tank, commander _tank];
{
if (!isNull _x) then {
_x disableAI "AUTOCOMBAT";
_x disableAI "TARGET";
_x disableAI "COVER";
_x allowFleeing 0;
if (_x == driver _tank) then {
_x disableAI "FSM";
};
};
} forEach _crew;
};
Ground vehicles must include this line of code in any situation to avoid bugs in your mod. Do not attempt to restart these features. This line of code does not affect any vehicle's ability to automatically attack enemies, but rather makes your features more useful
It's a debug setting I forgot to remove, I'll change it in the next update.
For now you can disable it in:
options > controls > configure addons > wargame mod
Then delete or change the debug mode option key.
The units should teleport to the building position after at least one of the units have reached their position, it works in the same way as the Take cover command, also if no units have reached their positions after some time has passed, but they are close to the building, they will get teleported to their garrison positions.
Yes.
Yes.
What I want to say is that I want to add an air support module in the editor in the Zeus interface
You can press the INSERT key to enter the Zeus interface as long as the Addon option "Wargame Zeus anywhere" is activated.
-Engineer; when placing explosives the engineer will automatically resupply from nearby supply vehicles owned by the player
-vehicles with an active radar will have their vision range doubled when trying to spot flying targets
-aircraft with a passive radar will have their vision range doubled when trying to spot targets that have an active radar, in order to simulate radar warning receivers
-display a radar icon on the vehicle information sidebar, it can be clicked to toggle the vehicle RADAR ON/OFF
-new addon options; 'Require SHIFT key for FORWARD move' and 'Require SHIFT key for REVERSE move'
*If checked, will require the SHIFT key to use the FORWARD/REVERSE move vehicle commands.
I wan to work on it when the basic mechanics of the mod are solid enough, you can join the Discord and get updates on what I've been working on more frequently.
With the unit selected use the CANCEL command by pressing 'C' or select it from the 'T' menu.
-Air path planning mode.
*path planning mode is now available for flying rotary wing units.
*hold ALT to move the path arrow handler vertically.
*a vertical line with an aircraft symbol at the bottom shows the position on the screen to click and drag the flight path arrow handler.
-Naval path planning mode
*path planning mode is now available for Naval units.
-New planning mode shortcut key, hold CTRL while a path arrow is currently selected to freely edit the path.
-Engineer fortification command; whenever an engineer unit is going to place a fortification, it will automatically draw supplies from nearby supply vehicles.
For PVP style scenarios, you need a human opponent, there's no enemy AI commander yet, you can also play the single player scenarios from the mission list:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2932626341
They should engage by themselves normally, but AI can be weird sometimes when it comes to long range targets, you can force a unit to shoot with the suppress command, but this is something that I'm working on.
Am I missing something? I thought leaving them in combat mode would make them take the shot as soon as the enemy is in sight and the shot is clear. Just reaching out to see if there are any tips that could help me with this.
The way you are doing it is not supported by this mod, but you can easily achieve the intended effect by customizing the loadout, name of the unit and faction name in the unit cost module, these are options tha have been added after that video was published, which is why they re not explained there.
Feel free to ask more questions here or join the discord https://discord.gg/vugD4Vuawt
I'm a big DRO fan and have experimented with it using this mod, obviously it's not a perfect fit, but I really like the set up menu and how some of the objectives are arranged.
The main difficulties lie in setting up challenges that are interesting for the Wargame gameplay concept and have the AI take advantage of the systems added by the mod in a meaningful way.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3429669044