• Making a mod [t3, t4, t5 acu upgrade] *help needed*

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  • UI Party Mod

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    MachM

    hm never saw that happen, only bug with selections I notice is that when you select many units/buildings at same time with shift drag, pause button is grayed out forcing you to deselect random units until it appears, but idk if it is ui party related or general

  • SACU lives matter

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    ?

    @vanifica Can you add the rest of the functionality described in the 1st post? You can also name the complete (or almost complete) mod "SACU lives matter", if you want.

  • Penguin's Mods & Scripted Maps

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    Anachronism_A

    @nuggets
    It seems like something changed so that the system I used for randomization no longer works reliably enough from player to player. Unfortunately, I didn't find a satisfactory quick fix that reliably avoided desyncing and provided randomness automatically. I may do a more involved fix in the future. For now, I just uploaded a new version of the mod that uses a manually set seed instead. This should avoid the desyncing issue, but if you want to get a different set of random unit sizes, you'll need to change what the seed equals in Blueprints.lua, which is located in \mods\Resize All Units To Random Sizes\hook\lua\system
    Note that if you are playing multiplayer, everyone in a game needs to manually set the same seed or it will desync (the seed is just equal to a number; so, you would just replace that number with a new number and save the file to change the seed).

  • This topic is deleted!

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  • Why can't CapStructure build around size16 buildings?

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    JipJ

    The functionality is entirely in Lua. It ends up calling this:

    https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/SimCallbacks.lua#L202-L373

    Which, when made, did not need to support a structure of that size. You can adjust / add to the logic to allow that

  • Random UI improvements [UI mod]

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    JipJ

    If I am not mistaken they are available on the development branch. Could you check and confirm?

  • Control what engi stations automatically assist?

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    JipJ

    The default behavior is determined by the Engine. You can try and manipulate it through Lua however. For example when OnStartRepair of the Unit class is usually called when a unit starts repairing (assisting) a factory, you can then add Lua code there to adjust the behavior.

  • Make Custom Missions/Campaign Editor

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    JipJ

    I don't think this would be more complicated then the map generator itself. It is just that the map generator on its own took years to where it is now.

    In fact, in combination with the navigational mesh you likely have everything you need if you add in some prefabs for a base or two. Or try and generate that too, as Balthazar did with his city generator. I think what you describe is technically possible, maybe as simple as a (large) mod. The only issue is time 🙂

  • Tag to make a unit not sharable?

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    VanificaV

    @jip Thank you 🙂

  • [simple mod request] Commander teleporter balance change

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    J

    @nooby said in [simple mod request] Commander teleporter balance change:

    I would prefer if teleport required a large amount of instant energy in use - Like the eye of riahhne. This would make it easier to scout by the large ( think 20 + ) E storages required.

    Making it more expensive use wise just means you can stall your eco for a few more seconds then forcing storage.

    I like the gradual charge-up (too overpowered if you can just instantly escape from danger) but stalling your eco by a significant amount (dropping your shields in the process) is never a good thing.

  • UI resource update lag issue in mod

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  • Substance painter template?

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    TheVVheelboyT

    Hey man, if you aren't already on it then join FAF discord. There is a whole section dedicated to mapping where I bet you will find answer to your question. And if not, then there is much more people there that can help you compared to here.

  • Make a New Projectile

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    MadMaxM

    the role selection channel

  • Better Unit Modding Tutorial?

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  • OnScreenReclaimCounter [UI][Depreciated]

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    Eternal-E

    Uploaded 9 version with new patch compatibility

  • Seleciton Cost v.9 Forgotten Edition [UI][Abandoned]

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    Eternal-E

    Uploaded 9 version with new patch compatibility

  • Various states for IsUnitState

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    R

    That is very useful! Thank you!

  • Spawn ACU at start positions

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    maudlin27M

    Version 2 - The mod should now work on campaign maps (although I've only confirmed on one of them, and I'm assuming there aren't any custom maps with cutscenes that last more than 2 minutes)

  • Asymmetric gamemode idea

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    R

    There is a mod that will do something like that for you. AI Wave Survival, which is meant for playing survival on any map against the AI, can also be played human vs human.

    The smaller team will spawn with the HQ, where the waves spawn at. So if you set up a game of 1 person vs 5, or 2 people vs 4, etc, the smaller team gets control of any waves that spawn.

    You can also set how many units and how frequently they get reinforcements. If you somehow manage to kill the HQ, it will eliminate the team in possession of it.

    Just turn off the nuke scripts, they autofire on human HQ players by mistake.