github nk3nny/LambsDanger 2.3.0

latest releases: 2.6.1_dev2, 2.6.1_dev1, 2.6.0...
4 years ago

Version 2.3.0

Added TaskCamp ~ scripted camp behaviour
Added TaskArtillery, TaskArtilleryRegister, TaskAssault, TaskCamp, TaskCQB, TaskCreep, TaskGarrison, TaskPatrol, and TaskRush Zeus and Editor modules
Added Target Module for Zeus Task modules
Added Ability to define Areas in TaskArtilleryRegister, TaskAssault, TaskCQB, TaskCreep, TaskGarrison, TaskPatrol and TaskRush
Added Parameter in TaskArtillery to skip adjusting rounds
Added Parameter to TaskAssault and TaskCQB to use dynamic (target) module position
Added Smarter distance-based sorting to TaskCQB
Added Parameter to TaskPatrol to move waypoints randomly after patrol cycle is finished
Added Parameter to TaskPatrol for Waypoint Count
Added 3DEN Setting on vehicles to mark units as pre-registered artillery
Added Share information will share to all friendly sides
Added Option to disable enhanced fleeing function
Added Improved position analysis to Suppression, Vehicle Suppression, and Vehicle Assaults functions
Added APC assault routine for armoured vehicles (keeps infantry mounted)

Fixed Issue that TaskX functions get called from the wrong environment
Fixed TaskPatrol did not Loop Waypoints
Fixed Issue that Zeus Module window did not Open
Fixed Share information MP compatible
Fixed Enhanced fleeing function is much less intrusive
Fixed Issue with taskArtillery when weapon out of ammunition
Fixed A race condition in taskArtillery

Tweaked HideInside to be more defensive
Tweaked Callouts so contact shouts are not always run through formation leaders
Tweaked ShareInformation default range
Tweaked Civilian priorities in civilian.fsm

Changed Moved Automatic Artillery Registration to WP module

The biggest new addition is the new MODULE system. This adds an easy way to use and configure the enhanced AI waypoints and scripts available the mod. The modules integrate seamlessly to both ZEUS and 3DEN. The module system supersedes and enhances the original waypoints.

Another new feature is the TaskCamp module. This script makes the group appear safe and dismissed and is perfect for camps or having troops just sitting around. Units set to taskCamp will occasionally garrison buildings and man static weapons. If the group is large enough a small patrol will check the nearby area.

From the team:
diwako / joko / nkenny

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