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https://youtu.be/idyaujO_nYg
I'm sorry, but at this moment there isn't an option to do that.
I'm adding an option similar to the recruit option in the next update that will be available to the normal Zeus mode.
Also based on this feedback, I'll also add the option to disable the "Insert mode" when creating a mission in the editor, I'm creating custom editor modules that will simplify the set up process.
For the moment, you can work around this:
If you want to prevent the player from using the "Insert mode", you can click on the game master module and check the option to force Zeus interface, the player will automatically start the mission already in the proper Zeus mode and will be unable to leave.
The recruit option is limited to units that are in the same side as the player, so you can just set the units you don't want the player to recruit to a neutral or friendly side, you can do that by grouping the unit to another unit of the desired side.
And how about the "Recruit" option? I see that it's available only in that "Insert mode". Can I add it to the normal Wargame mode? Can I restrict the groups that can be added with that action?
This is likely because the Add objects module is not synchronized to the correct Game master module or the Game master module is not assigned to the correct player character.
I see, the wargame mode that you can enter with INSERT is meant for missions that don't have a Zeus already set up, for example the single player campaign missions, it's meant as a little extra fun mode.
When you set up Zeus in the editor like in the composition, you should access Zeus by using the default Zeus key, which is 'Y'.
Using this composition, to give control of units pre-placed in the Editor, you must synchronize them to the Add objects module.
You synchronize by right clicking on a selected unit, clicking the synchronize option in the drop down menu and then left clicking on the Add objects module, you will know that the units are synchronized if there's a blue line connecting the unit to the module.
And regarding Recruit option, can I set which units player CANNOT recruit? Don't see an option or any snippet for this.
What are some things you are having trouble understanding? I'll try to explain them better.
Right now the only controls available to aircraft are waypoints and you can set the flying altitude by pressing page up and down, helicopters that have gun turrets can also use the suppression command.
It's possible that in future updates I'll implement a CAS system similar to the artillery support system.
Yes, I already made a few example PVP missions you can find in this list:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2932626341
I'm also going to release some Editor modules to make it easier to set up new missions soon.
From what I tested it's working, but there a couple of quirks with the system at the moment, you need to place the artillery vehicle with crew inside and you can't group it with other vehicles, always keep vehicles in their own individual group.
Apart from this problem, your mod is excellent and I hope you continue to update it
To find a downloaded composition you go to COMPOSITIONs > CUSTOM then scroll down to Steam subscribed content.
If you can't find it, I'm not really sure what the problem is, I can see it just fine, try unsubscribing and subscribing again and reloading the game.
This is not the mod, this is a composition aimed to assist creators make a wargame scenario in the Eden Editor.
The actual mod is here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2932697000
And the strange thing is that it only happens to me with your mod only and exclusively with this one.
I just tested and it seems to be working just fine, the best way to use mortars and artillery is to place each vehicle or mortar turret as a single unit in the editor or in zeus.
You'll know that the system recognized the artillery unit by the information displayed in the group's information card and by the group icon that will have a single dot in the center which is the NATO symbol for artillery units.
the german units do work
so i tried the US on a german mortar and it still dont work .
surpress does work with the US
any fix?
If you have the "Activate the AI base skill bonus", the AI skill will automatically be set to 100 at the start, but you can disable the option or change the skill value later and it will affect them as normal.
That seems like an interesting idea, are you thinking of having a list of units and spawning them in the game? Some kind of point buy system?
Just send it.
I'm currently working on a scenario that is inspired by Fire in The Lake COIN Game.
Also I'd like to send you a request to ask some questions.
I can't make a full tutorial right now, but you can make a new topic or use one of the topics present here for your questions and I'll respond them as best as I can.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/discussions/2932697000
I was hoping to set up a possible campaign/mission entirely in Cam_Lao_Nam.
I think it works with LAMBS, but VCOM uses waypoints that are probably going to interfere with the mod.
I have a question, has anyone tried this mod with stuff like LAMBs, VCOM etc. etc. ?
(Basically mods that can alter the AI behavior)
Could that maybe interfere with this mod?
also Jacktheviper, I hope you can fix your problems easily, I cant wait for some video tutorials on how to use your mod
I can't record videos at the moment because my graphics card decided to die, when I get that fixed I'll make new videos about the mod.
Yes, I do have plans to release more videos better explaining how to use the mod.
and I just want to ask if in the future is there any chance you will put " Force suppressive fire"
option on AI? I mean I love to make Scenario AI vs AI but it's boring AI doing single to burst shot only
Thanks a lot! I appreciate the comment.
Yes, I'll upload more videos on youtube explaining the mod in better details after I have updated it more, otherwise the video wouldn't touch on all the new mechanics that'll come.
This is a Composition, you can find it in the Compositions > Custom tab.
The camera area will be centered on the object or unit that is synched to the trigger, in the example it's a logic object.
You can delete the logic object and then synch an unit to the trigger and the area will be centered on that unit, if the unit moves, the area 'moves' with it.
If you click on the trigger in the Editor you can edit the first two variables:
_cameraCeiling =150; //how high the camera can go
_cameraAreaSize = 1000; //the size of the area the camera move in, it's a circle and this number determines its radius