• Let 's fix a bug in BlackOpsFAF-Unleashed

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    Z

    @Uveso That's the best news I've heard in a while! I will test it soon, thanks for your great work, best wishes!

  • C Request for modification unit selection. Ineed HELP

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    FreadyFishF

    @Ctrl-K Never had that problem but I suppose you are right, thanks!

    @bronedooy It is great if you want to try! If you want to learn I will gladly guide you but I will also help you actually finish it. Feel free to send me a DM if you have specific questions

    Not russian, I only know a few words (za zdarovye!) Your English is fine but if I miss something let me know

    You are right btw, lets continue in the wish-a-mod topic. I will update it soon with a proper reply

    https://forum.faforever.com/topic/8368/wish-a-mod-foundation

  • Advanced hotkeys

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    FreadyFishF

    @bronedooy I am working on this mod, slowly, and it will include a list of useful functions like this, so it might be added there in the future. This mod is foucsed on more overarching changes to the arcitecture of how hotkeys work though, and also has a thousand other struggles I need to solve, so might be a while until you can use it.

    I have had similar ideas however and we should be able to solve your problems seperately.

    You inspired me to make a new thread for this purpose, feel free to post it there with some more details

    https://forum.faforever.com/topic/8368/wish-a-mod-foundation

  • Ninja Reclaim Drones V19 for all game versions

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    UvesoU

    Update 02.Nov.2024 (v19)

    fixed cloak
  • BlackOpsFAF-EXUnits only for FAF v22

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    UvesoU

    Update 02.Nov.2024 (v22)

    UEFClusterCruise01_proj.bp fix DesiredShooterCap not matching health fixed VisionRadius, OmniRadius, WaterVisionRadius Unit eeb0402 (Stellar Generator) Fixed collision size (for torpedo hit) fixed cloak ERL0301
  • player statistics tool

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    maggeM

    AFAIK, the developer needs an auth method for his tool and can request such credentials from server admin, but the developer seems busy or not interested to maintain the code, nor to make it open source. The 4on4 was not supported since quite some time, and other stuff was broken, too.

  • Mass extractor template snapping

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    No one has replied
  • UI mod request: show ally overflow

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    S

    @ctrl-k I would be happy with your scoreboard as well

  • Color coded strategic icons

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    FreadyFishF

    @arran Ah! That's right, I forgot the SMDs! For V4 they will have graduated from elemantary school, promise!

    Casts, I know.. sorry about that 👼 You know what, I will write some YT comments and ask if they want to try it!

  • Request for UI mod for TML auto pause

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    S

    There was an entire balance patch dedicated to resolve your issue
    https://patchnotes.faforever.com/pages/balance/2016/3655.html#tml
    Enjoy

    Though not with customization feature, that one is really for UI mod

  • Firey Explosions mod FAF

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    C

    @ZBC
    Hey ZBC,
    thank you so much for your hard Work to bring the classic Firey Explosions Mod to FAF.
    Looking forward for upcoming Updates and you own Explosion Mod in the future.
    Keep Up the good Work.
    Best regards
    CDRMV

  • UI mod request, stop base ctrl+k

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    IndexLibrorumI

    Better to just not execute it then. Don't want to accidentally have your com explode.

  • Get Hidden Map Area

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    C

    @Rama
    Hey Rama,
    It is possible to get the Information of the Hidden Area outside the Map
    Uveso has Show me an Way how to do that.
    I primary use it for several Spawn Mechanics of callable Reinforcements and the Airstrikes which are included in my Commander Survival Kit.
    So maybe it could help you for what you want.
    But you will probably need to modify the Code for your purposes.

    GetPlayableArea:
    This Function checks for the existence of an playable rectangle (area) on the map.
    If one exists it returns the playable rectangle (area)
    If not it simple returns the size of the map

    GetNearestPlayablePoint
    This Function checks whether the given unit position is outside the playable rechtangle (area)..
    If the Unit is located outside the Map it returns a new generated Vector inside the Playable Area
    If Not it doesn't return anything.
    The included Check for ScenarioInfo.type == 'skirmish' is optional
    So If you want to use the Code for specific Game Modes only you can use the Check.
    For example: Campaign, Skirmish or anything else.

    If you have any additional Questions related to this.
    I still have Contact with Uveso on Discord to pass them on to him.

    GetPlayableArea = function() if ScenarioInfo.MapData.PlayableRect then return ScenarioInfo.MapData.PlayableRect end return {0, 0, ScenarioInfo.size[1], ScenarioInfo.size[2]} end, GetNearestPlayablePoint = function(self,position) local px, _, pz = unpack(position) if ScenarioInfo.type == 'skirmish' then local playableArea = self.GetPlayableArea() -- keep track whether the point is actually outside the map local isOutside = false if px < playableArea[1] then isOutside = true px = playableArea[1] + 1 elseif px > playableArea[3] then isOutside = true px = playableArea[3] - 1 end if pz < playableArea[2] then isOutside = true pz = playableArea[2] + 1 elseif pz > playableArea[4] then isOutside = true pz = playableArea[4] - 1 end -- if it really is outside the map then we allocate a new vector if isOutside then return { px, GetTerrainHeight(px, pz), pz } end end end,

    Best regards
    CDRMV

  • 4DFAF Uploaded

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    BlackrobeB

    How's the progress going? Its been a while since you were quite prolific on the forums. Looking forward to your next iteration.

  • Latest Patch Cripples Airdrops

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    R

    Looks like the Transport Bug has been squashed! Thank you very much! I am sure @Thracymachus14 will be pleased the unstoppable Airdrops are back.

  • game freezes

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    O

    @Jip found it

    https://replay.faforever.com/23066988
    https://replay.faforever.com/22995896
    https://replay.faforever.com/22988145

    mods:
    ai wave survival
    ai-uveso
    blackops ACUs, EXUnits, Unleashed
    exp hive
    paragon for all
    total mayhem
    ultra shields
    Zen T2 &T3 walls

  • Remove black soot

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    IndexLibrorumI

    @cdrmv Perhaps someone can make a mod for this, as making this change is likely to be beyond what most people can do.

  • Advanced Intel (Work in Progress)

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    R

    @maudlin27 true... good idea

  • Need a hand with a table

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    R

    Pulling my head from my arse usually helps.

    Bad script...

    for k, v in self.RadarConeEntitiesTable do self:EnableIntel({self.RadarConeEntitiesTable[k]}) end

    Should be...

    for k, v in self.RadarConeEntitiesTable do v:EnableIntel('Radar') end
  • Messing around with unit intel and whats possible

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    R

    @evildrew don't need that many projects as each projectile would have a piece of the intel pie.

    So for 360 coverage, the cheap and easy way would be to 8 projectiles, each taking a 45 degree swath. (8×45=360) Keep in mind that as the projectiles travel away from the parent unit, you'd see large gaps within the sonar coverage if the intel radius was not being increased as the projectile traveled outwards.

    I've been using the following formula to spread out the radar entities, to make the nice cone...

    local angle = math.ceil(counter / 3.14)

    But for the sonar, it would be more like this...

    local intRadius = math.ceil(distanceTraveled/ 3.14)

    The intRadius would then be used to change th projectiles sonar radius. The whole thing would update every couple of game ticks, by first checking the distance traveled from the point of origin, then doing the simple formula above, before updating the sonar range.

    Easy as 3.14

    Resin