AutoDrive Fixed ( RTS Control, Auto-Repair & Targeting Filters )


A deep overhaul of the mod worked on for over 2 months: smooth RTS controls, auto-targeting with filters, and balanced auto-repair. You'll definitely love it — please support!

Utilities
a day ago
2.0 - 2.1
250
Transportation Logistics Combat Armor

i Way to keep a vehicle from being inactive so it can fire at any second

14 days ago

Multiple times when trying to use vehicles as a literal RTS, i['ve find them not shooting when theyre left inactive several times. Is there a way you can have a option to have them always on?

14 days ago

I understand you, the module should work constantly, but apparently the optimization suppresses its work too much.

14 days ago
(updated 14 days ago)

I understand you, the module should work constantly, but apparently the optimization suppresses its work too much.

Idea: Optimization options. One for player only (or game only i guess( maybne map only? Idk if that works)): Select optimonization. Vehicles which dont require constent piloting get the funny optimization while vehicles with guns get a version that's always on. Or just have all vehicles who have the enemy AI sensor just be that way too, that could work. Could have all that also with customization for the optimonalization.

14 days ago

I understand you, the module should work constantly, but apparently the optimization suppresses its work too much.

Idea: Optimization options. One for player only (or game only i guess( maybne map only? Idk if that works)): Select optimonization. Vehicles which dont require constent piloting get the funny optimization while vehicles with guns get a version that's always on. Or just have all vehicles who have the enemy AI sensor just be that way too, that could work. Could have all that also with customization for the optimonalization.

Actually, the optimization sensor is implemented using a hidden laser turret: when it detects an enemy and begins targeting, the mod is supposed to immediately switch the vehicle into its fully active phase. In theory, this should work seamlessly, but it looks like I made an oversight or bug in the turret tracking/wake-up logic. I'll double-check and fix it!

14 days ago

oop. Appreicated, though thankfully it's not GAME BROKE PLS HALP so at least that's good.

14 days ago

it will be done =)

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