• Bring lod1 into the game

    10
    0 Votes
    10 Posts
    860 Views
    SaverS

    Hello everyone, dear CDRMV was able to help me with my problem. To make it more understandable: I also have a Personal Shield in my mech, which also has a LodCut and thus overrides the blueprint. Here is the adjusted data.53644b39-a5a2-4833-b731-03fcb5c0b83d-image.png 74c219e6-8e50-4286-bd33-dd06d6ab3a84-image.png c5ffb795-2fa7-41ee-b717-41edd2e7b41b-image.png I hope my mistakes can help others not to have them in the first place or to find a solution. Once again our community was the solution πŸ™‚

  • How to Make Units that Upgrade

    2
    0 Votes
    2 Posts
    276 Views
    arma473A

    Can you have the T1 unit self-destruct at the end of the process?

    You probably want the T1 unit to leave no reclaim behind

    And it would be nice if you could transfer or copy orders from the T1 unit into the T2 unit

  • Lua Function to Clear Unit

    2
    0 Votes
    2 Posts
    267 Views
    JipJ

    it is likely Destroy, e.g. unit:Destroy()

  • What happend to the Orbital War Reborn mod?

    5
    0 Votes
    5 Posts
    596 Views
    L

    @CDRMV
    Yes, yes, I follow your work and find it excellent! Thanks for your hard work!

  • Reworked Strategic Icons

    16
    13 Votes
    16 Posts
    3k Views
    D

    Looks like unscouted units have their own icon.
    The ASI mod scaled their size along with the regular icons when it worked.
    Yeah, it would be really fun to have a separate icon pack for all unknown units. It would have definitely turned the game around)))

  • Advanced strategic icons mod

    36
  • Emojis [UI]

    11
    8 Votes
    11 Posts
    2k Views
    E
    "Yes, there were intentions to integrate the mod, but inactivity of community made it impossible"

    😞

  • WIDGET: Strategic Launch Text Notification

    1
    5 Votes
    1 Posts
    203 Views
    No one has replied
  • Mod suggestion... Reclaim counters...

    21
    0 Votes
    21 Posts
    1k Views
    GrimplexG

    @endranii said in Mod suggestion... Reclaim counters...:

    Grimplex

    All training of mine is done through 1v1 or me watching some horrible 1k team games.

  • TECH DEMO: Variable Teleport Costs

    16
    16 Votes
    16 Posts
    1k Views
    C

    @ComradeStryker

    Time required scales logarithmically according to log(teleport_distance), with a minimum time equal to UnitBlueprint.TeleportDelay.

    πŸ˜‰

    To answer your question in more detail, the following is the "the goods" as far as calculating cost is concerned:

    if bpEco.UseVariableTeleportCosts then -- New function here -- energy cost is dist^2 -- time cost is natural log of dist energyCost = math.pow(dist, 2) time = math.log(dist) -- clamp time to teleDelay if time < teleDelay then time = teleDelay end else -- original cost function executed here end

    You can add any combination of minimums, maximums, blueprint modifiers, range modifiers, or some crazy thing I could never even imagine, if it suits you.

  • Beam Weapon Firing over Heads of Units

    6
    0 Votes
    6 Posts
    579 Views
    S

    We use a fair bit of Wyvern with LOUD, so if you could specify the unit in question, I can have a look at the rigging and see if we solved it. I'll be honest though, quite a bit of Wyvern was lifted from other mods, so we discarded significant portions of it.

    If a second weapon is utilizing the same muzzle then this might explain your issue - the aim is being co-opted by the second weapon. Beams have no arc - whereas projectiles usually do, and the muzzle velocity, in conjunction with that arc, may in fact be raising the muzzle bone ever so slightly, throwing the aim off.

    You can test this by disabling the 2nd weapon temporarily, to remove any such interaction.

  • Coop defeat rules

    1
    0 Votes
    1 Posts
    135 Views
    No one has replied
  • The Superior FAF Experience Mod

    Moved
    41
    0 Votes
    41 Posts
    5k Views
    veteranasheV

    Aircraft are vtol so they can hoverbomb, removing this mechanic goes against the game physics.

    I've never seen hoverbomb be op, and it's really easy for a maa to hit a hovering bomber

  • Air Movement: Klift, Kmove, Etc.

    8
    1 Votes
    8 Posts
    758 Views
    C

    Based on the comments on LiftFactor (though recognizing that you're the one who has experimented with it), it appears to be a limit on maximum vertical velocity, not acceleration/thrust.

    Also, I lead you down a bit of a garden path with all my thrust talk--unit weight exists in the blueprints, but it's unused (1 in all cases, except SACUs which are set to 0 for some reason?). Without specific unit weights (but really masses--not economic mass, but physical mass) the notion of thrust is a nonstarter, and I'd be very surprised if it shows up anywhere in the engine. Even projectiles (missiles, mostly) define acceleration, not thrust.

  • Spawn Loaded Transports

    9
    0 Votes
    9 Posts
    726 Views
    R

    @relentless

    That worked perfect! Thanks!

  • Experimentals Wars 1.87 for gameversion 3652+(FAF)

    16
    0 Votes
    16 Posts
    3k Views
    H

    I dont know if this is an error or not but for some reason when the mod is enabled majority of the turrets when built all start pointing upwards? not sure why is there a way to fix this?

  • Repairing an old mod

    2
    0 Votes
    2 Posts
    219 Views
    SaverS

    Hello Marnix, when you started a game, did you use F9 (call up the log) to look at it to narrow down the error?

  • Unit Charging Line

    7
    0 Votes
    7 Posts
    447 Views
    R

    Heh, I figured it out shortly after posting. Appreciate the help.

  • Sparky - Field Engineer

    6
    2 Votes
    6 Posts
    459 Views
    R

    You should be able to define your own keyboard shortcut. See old forums https://forums.faforever.com/viewtopic.php?f=40&t=8230
    You can include unit ids in selection and use smart selection also (see page 12 of URL )

  • Check for Specific Mods Loaded

    4
    0 Votes
    4 Posts
    375 Views
    C

    I have uses this in my Commander Survival Kit to Check If one of my Mods is activated.
    The Check is required for the Space Reinforcements Manager, which should be only available If a Player has activate my Space Mod (FBP Orbital). If Not the Space Reinforcements Manager is simple Not available for the Player If He plays the Commander Survival Kit Ingame.

    local GetFBPOPath = function() for i, mod in __active_mods do if mod.name == "(F.B.P.) Future Battlefield Pack: Orbital" then return mod.location end end end
    FBPOPath = GetFBPOPath()

    In other Files in CSK
    I Just use this Code to Check it:

    If FBPOPath then
    --Load Content or Functions
    else
    -- Empty = Do nothing
    end

    Really simple and easy

    This Code is located in /Mods/Commander Survival Kit/hook/Lua/Game.lua and appears in other Lua Files of CSK as Well. It works perfectly