The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
  • Penguin's Mods & Scripted Maps

    10
    15
    5 Votes
    10 Posts
    1k Views
    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!

    1
    0 Votes
    1 Posts
    4 Views
    No one has replied
  • Why can't CapStructure build around size16 buildings?

    2
    0 Votes
    2 Posts
    274 Views
    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]

    44
    6
    31 Votes
    44 Posts
    6k Views
    JipJ
    If I am not mistaken they are available on the development branch. Could you check and confirm?
  • Control what engi stations automatically assist?

    2
    0 Votes
    2 Posts
    309 Views
    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

    4
    2 Votes
    4 Posts
    346 Views
    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?

    3
    0 Votes
    3 Posts
    292 Views
    VanificaV
    @jip Thank you
  • [simple mod request] Commander teleporter balance change

    5
    1 Votes
    5 Posts
    474 Views
    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

    1
    0 Votes
    1 Posts
    194 Views
    No one has replied
  • Substance painter template?

    2
    0 Votes
    2 Posts
    229 Views
    E33144211332424E
    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

    4
    0 Votes
    4 Posts
    352 Views
    MadMaxM
    the role selection channel
  • Better Unit Modding Tutorial?

    3
    0 Votes
    3 Posts
    303 Views
    JipJ
    And there is also: https://github.com/The-Balthazar/SupCom-Mod-Tutorials/wiki
  • OnScreenReclaimCounter [UI][Depreciated]

    uimod eternal-modpack
    24
    2
    3 Votes
    24 Posts
    2k Views
    Eternal-E
    Uploaded 9 version with new patch compatibility
  • 5 Votes
    13 Posts
    1k Views
    Eternal-E
    Uploaded 9 version with new patch compatibility
  • Various states for IsUnitState

    3
    0 Votes
    3 Posts
    247 Views
    R
    That is very useful! Thank you!
  • Spawn ACU at start positions

    6
    6 Votes
    6 Posts
    649 Views
    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

    5
    0 Votes
    5 Posts
    404 Views
    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.
  • Help with changing, customizing unit textures

    3
    0 Votes
    3 Posts
    243 Views
    SaverS
    I'll test it right away, thank you very much Jip
  • Updated Supreme Score Board (UI) Mod

    43
    2
    13 Votes
    43 Posts
    7k Views
    M
    Thanks, great tip there!
  • airplane landing point in a blueprint?

    7
    0 Votes
    7 Posts
    455 Views
    SaverS
    the test is over and has confirmed my first statement about the attachpoint and the bones. Only the ability and the number of landing pads are defined in the blueprint. The landing site is designated in Blender. At least as far as I could test it.