武装突袭3

武装突袭3

Better Zeus AI CONTROL (move under fire)
21 条留言
Sturmführer.Jäger 2023 年 3 月 24 日 上午 9:08 
is this client side ?
kgp227 2022 年 7 月 1 日 上午 10:32 
This is a great mod that I've gotten a lot of use out of. However, sometimes it's easy to forget which units you've told to hold fire/halt,etc. Would you consider adding some UI elements to indicate that a command has been applied?
Ludicrous_Speed 2022 年 5 月 2 日 下午 6:59 
Oh man, I wish I found this sooner.
Xelantro 2021 年 4 月 5 日 上午 9:46 
"Enjoy and feel free to add to this and whatever, but just let me know so I don't miss out and can use it too XD" - Signed and reuploaded it myself c:
Xelantro 2021 年 3 月 1 日 上午 8:36 
Could you sign the addon so we can whitelist it on our server ^-^/
IndustrialDonut  [作者] 2020 年 9 月 22 日 下午 11:00 
@Harpseal yeah you can rebind them in the options just like ACE or any other CBA compatible mod
Harpseal 2020 年 9 月 16 日 上午 4:35 
Absolutely brilliant mod mate. Just wondering if there was a way to rebind those keys. I like how this mod works but I still want it 'out of the way' if you know what I mean. I'd rather not accidentally hit those keys when I don't need them. G is used to disembark troops from vehicles and T is really close to some other zeus related keys.

Is it possible to rebind these keys?
IndustrialDonut  [作者] 2020 年 7 月 25 日 上午 10:39 
@BimJeam8 your first description is exactly right, I thought 'G' default was a good key to use for the that since it's also the one that makes them shoot again, which is what you reveal units to them for

By the way I haven't played arma in a month or two so I hope this still works
BimJeam8 2020 年 7 月 24 日 下午 1:22 
Can someone clarify the reveal command? The creator's description is lacking.

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.
xray 2020 年 7 月 23 日 下午 5:17 
Makes my zeus ui lock up
Shepard-Commander 2020 年 5 月 9 日 下午 11:14 
No key for this mod, cant use it on servers :(
Polka 2020 年 5 月 7 日 上午 1:38 
Can this be used on units already present in scenario? (Those placed in EDEN, for instance?)
LumièreL(Frank) 2020 年 5 月 6 日 下午 5:10 
No key for this mod?
Monolith 2020 年 5 月 6 日 上午 6:53 
is this client side?
IndustrialDonut  [作者] 2020 年 5 月 6 日 上午 1:26 
@Atlast1205 thanks for the comments! I'll have to check out the remoteExec when I have time and see if that works to fix the control for other units like you mentioned, I appreciate the tip!
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.
Atlas1205 2020 年 5 月 5 日 下午 9:00 
(continued)
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. :steamhappy: Also, Good luck with you know what virus.
Atlas1205 2020 年 5 月 5 日 下午 8:59 
Greetings from a friend of mine, as he couldn't post comments from where he is:

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
};

Numb 2020 年 5 月 5 日 下午 8:33 
does it work with lambs
IndustrialDonut  [作者] 2020 年 5 月 2 日 下午 10:53 
@TurboKape I have only tested it with VCOM and it does not conflict. With ASR I imagine it would not either, as it just sets certain base functions of the AI on or off mostly, but I don't plan on testing it since I don't use ASR lol sorry
pipe 2020 年 5 月 2 日 下午 10:21 
Does it conflict with ASR AI3?
Brianbrush 2020 年 5 月 2 日 上午 12:01 
this is actually pretty cool, should have been done sooner. nice job man