Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Is it possible to rebind these keys?
By the way I haven't played arma in a month or two so I hope this still works
Do I select the units I want to be revealed with the "B" key, then unselect them, select the units I want to see the units, then press "G"?
Or do I press "B" to select the units I want revealed, then select the units that I want to see them, then press "B" on them?
A better explanation is really needed here.
Also I've been using the mod with my unit so far, alongside ACE, haven't noticed any issues yet but I can see how that *could* be a problem so I'll keep my eye out.
You mentioned:
"Known issue/observed a couple times that you cannot apply the commands to zeus units that *another* curator has spawned in, only your own."
Reason of that is curator spawned units are local to curator's PC. Commands like "disableAI" and "enableAI" only has effect on local units.
Wrapping those cmds with a simple "remoteExecCall" should make them work on remote units:
[_x,"PATH"] remoteExecCall ["disableAI",_x,false];
Other than that, the mod seems fine. Keep up the good work.
Our group's zeus guy is really excited about this mod.
ASR AI and Lambs danger FSM mainly use "forceSpeed", "moveTo" and "suppressFor" for their magic,
which means they should work with this mod just fine.
However, this mod could conflict with ACE medical on certain situations.
Applying "enableAI" on unconscious AIs will allow them to shoot back as long as their animation doesn't prohibit firing.
For example, unconscious gunners on static weapon will resume firing, while staying in unconscious animation.
A simple check line can be sued to fix the problem:
if(_x getVariable ["ACE_isUnconscious",false])then
{
//...remaining codes
};