Anton Struyk
Anton Struyk
Added a utility class that wraps calls to Log*Channel(...) so that you can get code completion and don't have to worry about typing the channel name correctly each time. My...
Requested multiple times on the forums. It'd be nice to be able to do.
I had a script for this somewhere that I wanted to use on a mission we did. I'll try to dig it up and make it work again. Basically we...
From BIS forums ( https://forums.bistudio.com/topic/175053-ares-modules-expanding-zeus-functionality-release-thread/page-19#entry2967717 ): > I can see you use BIS_fnc_arsenal for add full arsenal but for some how if i use BIS_fnc_arsenal in editor init and preview...
Basically just a way to get AI (or a group of AI) to fire on a specific point even if they don't have a player target there... For those times...
Running Zeus with AI mods sucks because you have to be sure to have everything setup. I think if we were able to manually dump ownership of spawned units to...
Right now having all the different kinds of teleport clutters up the menu quite a bit. The 'Teleport Zeus' module should stay separate - that gets used a lot to...
I think it's time to rethink some of the categories that Ares adds. There are some that are filling up with things (Util) and some that are basically placeholders for...
E.g. by dropping 'place bounding mine' or something from the UI. Just dump it into their inventory and then have them place it where they are.
Reported from Steam mod comments: > For some reason in the FOB dropdown menu, there are only two (lite) bases. Though in the PBO there are 4/5 bases, both detailed...