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I've never seen that before, but I'll investigate.
During planning mode movement, infantry will only engage enemy targets in CQB, they won't stop for distant enemies.
Very good work!
Thank you very much
Thank you for the encouraging words, cheers.
Thanks for the helpful post, you are correct, units in 'hold position' mode will not shoot at enemies if the 'New Spotting Routine' option is turned off.
To improve that, as of the last update if the 'New Spotting Routine' option is turned off, units will now always start in 'move at will' mode.
The problem comes (at least on our server) from the Addon Option: AI default movement.
If you use T > AI options > Move at will the AI starts engaging each other again.
or you can deactivate it in the Addon Options: Wargeme Mod > AI > AI default movement mode = off
The enemy needs to be spotted by a friendly unit when it enters inside the killzone for the ambush trigger to work.
A good way to do it is to have another unit observing the killzone while the ambushing units are hidden.
Thanks for the words, man, I really appreciate it, I'm glad to share my mod and have people enjoy it.
@6Shnaps
What scenario are you playing exactly?
-Artillery Radar System
*The Artillery Radar System will draw a circular area marker on the map indicating the approximate position of any enemy artillery or mortar unit that have fired recently.
*The marker also shows the time the artillery or mortar unit was detected within that area, the marker is updated every time a new shot is fired, it will be deleted automatically after a few minutes have passed.
I think it could be because of the changes to make the AI more controllable, uncheck the option "AI default movement mode" under the AI tab, this should make them behave as close as possible to the vanilla behaviour.
Let me know if that actually worked, please.
I can't really stop the selection rectangles from being draw as far as I know, but I already implemented a function to force the game to maintain the unit selection when you are drawing a path.
I disabled spotting system and such, I am zeusing a mission for players and using RTS to control enemy. But AI won’t shoot first. No mods except for RHS ACE CBA HATCHET
Vehices appear in the empty tab, some vehicles don't appear if the zeus enhanced mod is loaded.
@Crome
It might be possible, but then you need a custom pathfinder algorithm to generate the path for the unit.
It's working fine for me. Are you using any other mods?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3440919246
This one?
I have posted an Arma Commander edit to my public workshop page, compiling the work of Anarch Cassius onto the workshop (right now it's a public build you can find on the official AC discord server, that has been abandoned and never added to the steam page). He greatly enhanced the multiplayer netcode and added a lot more options and versatility to the arma commander modules.
NR6-HAL is also a great tool for longer PvE scenarios, imo it offers a more competitive enemy commander, but it is also way more difficult to set up properly.
Wargame provides far superior CAS tools, and if you want, you can bolster your own artillery capabilities through spawning artillery turrets with Wargame and using its dedicated fire support-radio modules too!
Mixing Arma Commander and Wargame objectives together is really fun. Arma Commander will spawn groups on the objective when an enemy is in a certain range, and it will deploy half of whatever force you put onto an objective as ai-disabled guards-- meaning you can fill up some buildings of your objectives for your AI or ground players to go in and clear.
This also means that you can set it up so that your own captured bases get defenders, so you aren't forced to split your units so much on defense and offense (completely optional, too, as you can also exclude your own side from getting base defenders).
That's a very good observation actually, I'll think about the possibility of implementing that or a similar mechanic to achieve the same effect.
Irregular factions tend to field less capable units than conventional counterparts, and in the case of something like a Vietnam-era scenario, wouldn't have access to airborne transport that the conventional faction would.
The option for irregular forces to be able to redeploy to objectives, whilst conventional forces must rely on other transport methods, would add some thematic nuance beyond what is currently possible! Conventional forces can play more into the technological advantages they have over their opponents, whilst irregular forces become much more maneuverable and capable of harassment as they begin to succeed on the battlefield.
-added new options to the Unit Cost Module to allow further customization of the Zeus Create Menu
*Faction Name; changes the name of the faction the unit belongs too; i.e. NATO
*Category Name; changes the name of the category the unit belongs too; i.e. Tanks
-added a new option to the Air Support Module, Paradrop
*sync an infantry group or vehicle to the Air Support Module together with a plane or helicopter, then check the Paradrop option
*when the Paradrop option is used during the game, the plane will fly over the target position and then release the units with parachutes
The unit list won't show up properly if the Zeus Enhanced mod is enabled.
You can get Zeus points by setting up an Objective Area module, the options are 'Zeus points reward' and 'award victory points continuously'.
DLC and CDLC assets are beautiful.
You need to synchronize the unit to a Wargame Zeus Init module.
Thanks for the nice words, I really appreciate it.
You will be pleased to know that's exactly how aircraft works in the mod now, it was a recent update so the older missions don't feature air support, but you can find the Air Support Module in the Editor, you can set up cost, cooldown, max number of uses etc.
Yes, you can make PVE missions, you can set up the Zeus player in a similar way to the PVP mode and position enemy units with waypoints to create a scenario, it's like creating a normal scenario.
You can find examples of PVE scenarios in this list:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2932626341