ASOREdit 2.0 Update 1

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This topic contains 5 replies, has 3 voices, and was last updated by  Alby 1 year, 1 month ago.

  • Creator
    Topic
  • #27686

    Pushed an update to repo, from last nights trial run was able to address:
    done – ADD: persistant option for objects(edited)
    done – ADD: no acex hc option(edited)
    done – Update: description for unit init selection(edited)
    done – CHANGE: unit stance to overide group stance(edited)
    done – FIX: group multiplier(edited)
    done – FIX: error with asor_debug not assigned(edited)

    Still on my list:
    ADD: Torch Option for groups/units/tasks
    ADD: Move to task speed and awareness(edited)
    FIX: Suspend modules
    FIX: Units dont move to task module if its a hold position task

    As always if you find any issues or have an idea for an addition please let me know!

Viewing 5 replies - 1 through 5 (of 5 total)
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  • #27694

    Probably not for ASOREdit, but it would be good to get AI to use RPGs to engage infantry in buildings/groups. Currently they only shoot at vehicles.

    #27706

    yeah thats not even close to anything to do with asoredit lol

    #27717

    Alby
    Registered User
    gallantry sotf1 dwf russia leader donator operator

    ADD: Move to task speed and awareness(edited)

    Would this bit be related to the group module states overriding waipont states currently?

    #27718

    I had a look at that Alby, waypoints only work if you have 2 or more waypoints, have to do it that way because every group has one waypoint even if they are not given one. I will look into another way around that but pretty sure waypoints will work if you have two at least, maybe just put one at their spawn then the other where you want them to go.

    #27726

    Alby
    Registered User
    gallantry sotf1 dwf russia leader donator operator

    Ah ok easy workaround. Cheers

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