Arma 3
ZEUS WARGAME [test build]
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Update: 7 Jan @ 1:09pm

Update: 5 Jan @ 12:12am

-added 'vehicle waypoint' menu option to the 'T' menu
*'land', 'transport unload', 'hook' and 'unhook', 'load vehicle inside vehicle cargo' and 'unload vehicles from cargo' new waypoint options

Update: 2 Jan @ 9:45pm

-disciplined vehicle AI fix
*AI tweaks to fix the issue where vehicles in 'hold position' mode would move or spin around independently of player commands
*by default the AI starts in 'hold position', to make the vehicle use vanilla AI behaviour change the mode in the T menu AI options to 'move at will'
*to set the default AI mode to 'move at will' uncheck the option 'AI default movement mode' in Addons option

Update: 20 Dec, 2024 @ 9:46pm

-fixed an issue with the engineer 'breach obstacle' command

-reverted disabling AUTOTARGET and FSM because it didnt solve the issue with units moving on their own

-fixed an issue where if the zeus key was pressed right at the start of a PVP match, the player was able to access the regular zeus interface without the limitations set by the unit cost modules

Update: 20 Dec, 2024 @ 12:20am

-added the mod logo as a Shoulder sleeve Unit insignia that can be found in the arsenal

Update: 16 Dec, 2024 @ 11:53pm

-zeus camera tweak to allow playerto look above like in zeus enhanced

-path arrows size now changes based on the distance to the camera to improve visibility at long distances

-new addon option "Toggle minimalist interface", minimalist interface mode will be toggled automatically to improve visibility during Planning Mode, on by default.
*jac_pathPlanningMinimalistHUD

-add a limit to vehicle moving speed in path planning scripted move in order to prevent running off road as much

Update: 12 Dec, 2024 @ 1:56pm

-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

Update: 8 Dec, 2024 @ 8:13pm

-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

Update: 4 Dec, 2024 @ 5:35pm

-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

Update: 30 Nov, 2024 @ 1:57pm

-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