Squad
SquidBots_Zeus
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更新: 2024年1月8日 @ 20時55分

attempt to fix crashing

更新: 2024年1月8日 @ 10時57分

roll back to fix crashing

更新: 2024年1月7日 @ 21時07分

map fixes

更新: 2023年12月15日 @ 0時09分

increased maximum fog limits

更新: 2023年12月15日 @ 0時09分

increased maximum fog limits

更新: 2023年12月14日 @ 23時00分

updated to 7.0

更新: 2023年10月27日 @ 1時51分

更新: 2023年7月4日 @ 9時54分

Features:
- Bots can now get in vehicles. A bot driver is required for vehicles to do autonomous driving. Bots can be drivers, passengers and gunners. If a player enters the seat, the bot will be kicked out. If the player then leaves the seat, the bot will return to the seat. Bot vehicle crews will work together, calling out targets to each other.
- Bot vehicle gunners will currently only use their primary weapon, no coax or alternative ammo. This will be addressed in a later update.
- Bots can be ordered to enter specific seats. If ordering multiple bots, they?ll fill any available seats in a vehicle. To dismount a bot, give it a move marker and it will leave the vehicle. Bot passengers can be managed on the details panel for a vehicle, including dismounting all bots.
- Passengers are saved with their vehicles, and loading a save will automatically repopulate the vehicle?s passengers.
- When duplicating a vehicle and its passengers, the new vehicle will automatically be filled with the new passengers.
- If in a bot driven vehicle, you can order the driver (default keybind H) to drive to a location (similar behaviour to a move marker). This lets you be a gunner in a bot driven vehicle, and tell the bot where to drive.
- Added bot inaccuracy setting (turning this up will make bots miss and suppress more often). Modified on a per bot basis. Will be great for forest maps where bots are known to laser through trees.
- Bot Turrets now have sway and are less likely to laser their enemies. Turrets are also affected by the new inaccuracy setting.
- Bot Turrets now have realistic turn speeds.
- New behaviour profile: Static. This is a new option in the attacker/defender list. Where defender bots currently only pushed an enemy if they were within 15m of them, static bots will never push an enemy unless ordered to by Zeus
- Added dynamic Zeus controlled fog ? affects both player and bot visibility.
- Zeus can now take control of bots. Entering Zeus cam again will kick you out of the bot. If you die as a bot, you get kicked back into Zeus cam. You can take control of bots on the enemy team (with a 3 second delay for your team to be switched)
- Added remappable keybinds. ALL keybinds can be remapped to any combination of keys (keyboard, mouse, controller. If it works with UE4, it works with Zeus). The hotkey menu can be found in the bottom left corner of the Zeus cam UI.
- Added fine control mode (default keybind Middle Mouse Button). Toggling this will make ghost raise/lower and rotation more precise.
- Infantry should now prefer to run in areas with cover instead of out in the open.

Bug Fixes:
- Vehicle move orders are now saved
- Zeus spawned deployables are now always relevant to fix infantry deployables causing massive performance issues.
- Redone projectile system, so damage is now more realistic to real Squad damage values.
- Fixed ATGM reloading animations

Quality of Life:
- Improved ghost raising/lowering behaviour

Backend:
- Order system refactor. Will now allow for orders other than move orders.
- Keybind system refactor.
- Vehicle system refactor.
- Vehicle weapon system refactor.
- Bot behaviour system refactor. Simplifies the workflow for adding new behaviour options.
- Updated to SaveGameV5. from now on, the save version id will only be updated if a new save version is destructive

更新: 2023年6月25日 @ 10時19分

Updated to Squad v5.0
fixed repeating vehicle orders
fixed vehicles teleporting too high when unstuck
vehicles now only get auto unstuck if none of their wheels or tracks are destroyed
vehicles now stop trying to drive if tracked or most of their wheels are broken

更新: 2023年5月13日 @ 17時10分

**AI VEHICLES**
It's been the most difficult technical challenge Zeus has faced so far, but AI vehicles are finally here. In this first release, they're limited to being self-driving cars - select a vehicle, give it a move mark and it will drive there. Bots cannot currently occupy the vehicle or its guns, this will come next. Bots drive the normal squad vehicles, so you could have it drive you around while you're in the gunner seats. The AI are capable of driving all land-based vehicles, including any modded vehicles. Amphibious vehicles and boats are in the works.

The pathfinding is pretty robust, but please temper your expectations (remember how many blueberries struggle to drive in Squad, let alone a bot). Experiment with splitting up long journeys into multiple move markers.

Known vehicle issues:
- Engine sounds don't work offline, this is a Squad bug.

Fixes:
- Fixed bot spawner team max bot count field updating while you're editing it

Quality of Life:
- Saves are now backed up if overwritten

Backend:
- Child deployables no longer save (fixes saving prefabs in the destruction mod)