武装突袭3

武装突袭3

ZEUS WARGAME [RTS mod]
1,267 条留言
Jacktheviper  [作者] 10 月 24 日 上午 5:24 
@MaLaKaToN!
You can separate the characters from the squad, either holding CTRL and using the left mouse button to disconnet the characters from the squad, or you can click on the group management menu option at the bottom right corner of the screen and selecting the option to split the group.
MaLaKaToN! 10 月 23 日 下午 12:10 
Really nice mod! Good job. One question, is possible that my own character don't move with the squad? I mean only make orders to the IA (my squad)
Jacktheviper  [作者] 10 月 10 日 上午 7:52 
@寂夜HT
The mod checks if there are enemies near the building before attempting to teleport the units.
寂夜HT 10 月 10 日 上午 7:11 
Your ground vehicle often rotates due to a conflict with the AI logic of the original game. My disabling method can solve this problem, and the mod I developed is also implemented in this way
寂夜HT 10 月 10 日 上午 7:08 
My translation software is not very good
寂夜HT 10 月 10 日 上午 7:08 
I reread and found translation error. I humbly request that you modify this item. When the troops occupy a building, the building should be cleared before teleportation, otherwise there will be many dramatic scenes when there are enemy troops inside the building
botted 10 月 2 日 下午 9:13 
@Jacktheviper thanks i appreciate it
寂夜HT 10 月 2 日 上午 11:52 
But do not disable any other functions besides that
寂夜HT 10 月 2 日 上午 11:50 
if ((typeOf _tank) isKindOf "LandVehicle") then {
private _crew = [driver _tank, gunner _tank, commander _tank];

{
if (!isNull _x) then {
_x disableAI "AUTOCOMBAT";
_x disableAI "TARGET";
_x disableAI "COVER";
_x allowFleeing 0;


if (_x == driver _tank) then {
_x disableAI "FSM";
};
};
} forEach _crew;
};
Ground vehicles must include this line of code in any situation to avoid bugs in your mod. Do not attempt to restart these features. This line of code does not affect any vehicle's ability to automatically attack enemies, but rather makes your features more useful
Jacktheviper  [作者] 10 月 2 日 上午 10:48 
@botted
It's a debug setting I forgot to remove, I'll change it in the next update.
For now you can disable it in:
options > controls > configure addons > wargame mod
Then delete or change the debug mode option key.
botted 10 月 1 日 下午 12:07 
Why is it when I press "L", a "true" value shows up on all NPCs and players in the game? Even outside of Zeus I can see it, is there a way to disable it?
Jacktheviper  [作者] 9 月 29 日 下午 4:42 
@寂夜HT That's an interesting mod, I'm gonna check it out, I'm currently working on trying to improve some aspects of the shooting functions as well.

The units should teleport to the building position after at least one of the units have reached their position, it works in the same way as the Take cover command, also if no units have reached their positions after some time has passed, but they are close to the building, they will get teleported to their garrison positions.
寂夜HT 9 月 29 日 下午 12:12 
I have a request at the moment, hoping that when you occupy the building, the members of the same team will teleport, instead of having the troops clear first and reach the designated location before teleporting if there are no enemies
寂夜HT 9 月 29 日 下午 12:10 
I have created a compatible AImod specifically for your mod and fixed a bug in your ground vehicle movement. The mod is called RNG AI (Zeus) and was modified based on RNG mod. I have almost rewritten all the code
Jacktheviper  [作者] 9 月 24 日 上午 8:57 
@Bott_le 73
Yes.
Bott_le 731 9 月 24 日 上午 6:57 
does it works with custom units on custom maps?
Jacktheviper  [作者] 9 月 17 日 下午 1:42 
@Aka
Yes.
Aka 9 月 17 日 上午 11:27 
Im confused, im looking for a mod that lets me play singleplayer missions in first person, but also switch to RTS mode to control my team units at the same time. Like, being able to play antistasi with it. This is what this mod does?
lty 9 月 16 日 上午 7:46 
@Jacktheviper
What I want to say is that I want to add an air support module in the editor in the Zeus interface
Jacktheviper  [作者] 9 月 15 日 下午 2:25 
@lty
You can press the INSERT key to enter the Zeus interface as long as the Addon option "Wargame Zeus anywhere" is activated.
VETERAN 9 月 15 日 上午 11:57 
Hello. First of all, thank you for providing us with such a service. I have a question for you. When I create a convoy, the vehicles behind veer off the road more than the vehicle in front each time. Generally, the convoy breaks up after the third vehicle due to an accident. Can you fix this? Or is it possible?
lty 9 月 15 日 上午 8:55 
I wish I could use the ZEUS WARGAME module inside Zeus
lty 9 月 15 日 上午 5:11 
Can I use kp liberation single too?
Jacktheviper  [作者] 9 月 7 日 下午 2:52 
UPDATE:

-Engineer; when placing explosives the engineer will automatically resupply from nearby supply vehicles owned by the player

-vehicles with an active radar will have their vision range doubled when trying to spot flying targets

-aircraft with a passive radar will have their vision range doubled when trying to spot targets that have an active radar, in order to simulate radar warning receivers

-display a radar icon on the vehicle information sidebar, it can be clicked to toggle the vehicle RADAR ON/OFF

-new addon options; 'Require SHIFT key for FORWARD move' and 'Require SHIFT key for REVERSE move'
*If checked, will require the SHIFT key to use the FORWARD/REVERSE move vehicle commands.
Jacktheviper  [作者] 9 月 6 日 下午 3:04 
@ ruth koleva
I wan to work on it when the basic mechanics of the mod are solid enough, you can join the Discord and get updates on what I've been working on more frequently.
ruth koleva 9 月 6 日 上午 6:07 
Any news on when the mission generator would come? I've been following this for yers.
Jacktheviper  [作者] 9 月 1 日 下午 12:19 
@寂夜HT
With the unit selected use the CANCEL command by pressing 'C' or select it from the 'T' menu.
寂夜HT 9 月 1 日 上午 8:55 
Can the functions of "FORWARD" and "REVERSE" be cancelled? Often leads to various bugs, even if these two functions are triggered in non combat mode, the vehicle will no longer execute any Zeus commands
Jacktheviper  [作者] 8 月 31 日 上午 11:19 
BIG UPDATE

-Air path planning mode.
*path planning mode is now available for flying rotary wing units.
*hold ALT to move the path arrow handler vertically.
*a vertical line with an aircraft symbol at the bottom shows the position on the screen to click and drag the flight path arrow handler.

-Naval path planning mode
*path planning mode is now available for Naval units.

-New planning mode shortcut key, hold CTRL while a path arrow is currently selected to freely edit the path.

-Engineer fortification command; whenever an engineer unit is going to place a fortification, it will automatically draw supplies from nearby supply vehicles.
monster 8 月 17 日 上午 6:08 
When I create planes in the air on the map, it seems like their engines are off and they fall to the ground and explode before they accelerate.
DoofMaster4000 8 月 16 日 下午 10:41 
@Inquisitor I have been having a lot of fun just messing around with generated mission using Dynamic Recon Ops and just pushing Insert when the mission starts. But single player pre built missions are also good
Jacktheviper  [作者] 8 月 15 日 下午 10:34 
@Inquisitor
For PVP style scenarios, you need a human opponent, there's no enemy AI commander yet, you can also play the single player scenarios from the mission list:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2932626341
Inquisitor 8 月 15 日 下午 8:03 
is there a singleplayer AI in this to play against? i cant seem to get singleplayer to work
The Legend 8 月 12 日 下午 9:01 
Appreciate the response Legend, thanks
Jacktheviper  [作者] 8 月 12 日 上午 11:47 
@DoofMaster4000
They should engage by themselves normally, but AI can be weird sometimes when it comes to long range targets, you can force a unit to shoot with the suppress command, but this is something that I'm working on.
DoofMaster4000 8 月 11 日 下午 5:48 
I’ve been playing the mod and really love the concept. I can see myself spending a lot of hours on it, but I’m struggling with the AI. It feels like I set everything up, put my units in combat mode, and have them looking right at the enemy, but they take so long to fire that they often just get killed. The AI shoots back much faster and seems to spot my units before mine even start firing. Most of the time they just stare at the enemy and get shot.

Am I missing something? I thought leaving them in combat mode would make them take the shot as soon as the enemy is in sight and the shot is clear. Just reaching out to see if there are any tips that could help me with this.
Legendkiller456 8 月 11 日 下午 5:29 
@The Legend I've been playing with LAMBS, but the dev version and it seems to work fine, but it can be finiky at times.
The Legend 8 月 11 日 下午 5:24 
Hey man, very cool mod you got here. A question, this is not compatible with LAMBS danger or LAMBS RPG right??? Or is it possible to use this alongside Lambs
Jacktheviper  [作者] 8 月 9 日 下午 3:18 
@TheBigBadWolf
The way you are doing it is not supported by this mod, but you can easily achieve the intended effect by customizing the loadout, name of the unit and faction name in the unit cost module, these are options tha have been added after that video was published, which is why they re not explained there.

Feel free to ask more questions here or join the discord https://discord.gg/vugD4Vuawt
TheBigBadWolf 8 月 9 日 下午 1:05 
Hi! very nice mod however i cannot play blue vs blue... Even if i group the blue units with an opfor, the unit does not appear during the game to purchase it. Let me explain better: I am trying to create a battle between USA and France, so i did everything explained in your youtube video, and I also transformed France faction in Opfor by grouping the unit with a red unit. But when i try to play, my officer cannot purchase units, no french unit is showing in the creation menu, it is empty. How to fix it? It works if i setup normal Opfor units.
Jacktheviper  [作者] 8 月 6 日 上午 10:59 
@Legendkiller456
I'm a big DRO fan and have experimented with it using this mod, obviously it's not a perfect fit, but I really like the set up menu and how some of the objectives are arranged.

The main difficulties lie in setting up challenges that are interesting for the Wargame gameplay concept and have the AI take advantage of the systems added by the mod in a meaningful way.
DoofMaster4000 8 月 6 日 上午 5:04 
Ah! I see. Insert button. If anyone finds this message by googling the same problem I ran into, press Insert
DoofMaster4000 8 月 6 日 上午 4:56 
So just curious I have everything running, I able able to start dynamic recon ops but how do I then get into the RTS mode? Pressing Y doesn't do anything
DoofMaster4000 8 月 5 日 下午 4:00 
awesome thanks guys, I will give Dynamic Recon ops a go with the rts mod tonight
Legendkiller456 8 月 5 日 下午 3:18 
If you are taking inspiration for the Dynamic Mission Generator (which I know is way down the line), I would look at the types of objectives that you can add in Dynamic Recon Ops and OPCOM. But I suppose there would also be more combat focused missions since this is more of a combat mod to begin with, but I just thought maybe those would be good places to start when looking for inspiration.
Jacktheviper  [作者] 8 月 5 日 下午 1:37 
I saw a post about using this mod to visualize control zones:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3429669044
Brebs 8 月 5 日 下午 1:16 
@DoofMaster4000 Dynamic Combat Ops is your best bet, OPCOM liberation is still broken (sectors never clear even with 0 enemies) so I can't recommend it.
Legendkiller456 8 月 5 日 下午 12:57 
I've used OPCOM or dynamic combat and recon ops. Seems to work well for me.
DoofMaster4000 8 月 5 日 上午 6:44 
Has anyone had any luck using things like MCC with this mod. Or have a better suggestion to generating random missions just to play around with that flow nicely with the ZEUS WARGAME style?
Legendkiller456 8 月 2 日 下午 11:04 
@Jacktheviper Ahh gotcha. Thanks.