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!
  • This topic is deleted!

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  • Completely customizable hotkeys mod

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    FreadyFishF
    @ctrl-k Hey, want to get your thoughts on some further ideas here. I'm thinking to create a dialog, possibly opened from a new button in the default hotkeys page. From there I imagine a set of tabs for the different contexts, like for engineers or factories selected. In each tab it's possible to create commands for that context, even chain link several commands to run in sequence (for example: select all TML + Group scatter + enter launch mode). In the end you can create a set of finely tuned hotkeys from all possible default hotkeys commands. As the next step i imagine an import function where users can share their hotkeys either for all or specific contexts. Maybe someone likes my engineer hotkeys, and your factory hotkeys - should be possible to mix. When importing it would be nice to be able to convert between different keyboard layouts (languages) so it gets the same placement. I think it will be an awesome project, worthy of integration. It would be great to get your help. You in on giving it a try?
  • How to add Phase shields to a unit and create custom unit meshes

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    JipJ
    The reason I was asking is because ideally, when you're done with your current goals, it would turn into something such as this: https://github.com/FAForever/fa-total-mayhem Specifically the license here is what matters. It does not have to be MIT, but at least permissive enough to allow the community to (help) maintain the mod when you decide to move on again. At the moment we have some struggles with various well known mod packs - we can't make certain game changes because it would break them. And as we are unable to contact the authors we can also not get the permission and/or a license to setup a Github repository and maintain them. As a result we did not make those game changes. We're lucky that you got back here and started contributing again with your mod. We have much trouble contacting the original authors simply because all we usually have is a nickname and there's no way to verify that a person with a similar nickname is the original author. Which makes it all difficult
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    R
    It's working...
  • AddKills() not so strait forward apparently

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    R
    @Jip Thanks m8! Here's the progress on the unit in question: https://youtu.be/nk8EvZLw7JE Units transition from Air to Land (and back) should appear fairly seamless. Only thing I've not been able to do is have the unit auto-selected, if it was previously selected before the transformation. DMS had a few handy functions for this that I've not been able to figure out thus far. Side note: I've been playing around with the idea (again) of having the Flying-walker just be an air unit. Then just manipulating the flight parameters to fake it walking. While I know this is possible, i do recall there being the issue where the air unit would tumble over the ground from playing bumper cars with the terrain. While also being able to scale shear cliffs in a very unorthodox fashion. Simply put, the pathing for air units is pretty much direct, while the land / sea units have to "think" their way around obstacles. This was fun back in the day when we were 1st messing around with the hologram units, while attempting to come up with ways to limit the overhead from the unit pathing.
  • Question about HideBone(bone, affect children)

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    R
    Uploaded the files to the Client for those that would like to see how it works. [image: 1718624220715-f8cf0d3d-b6c6-4d18-9da4-0a4a7ee0e877-image.png]
  • Been a (long) while since i last modeled anything...

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    R
    @cdrmv The link for the SCMTOOL doesn't show a function to allow for download. (Yes I'm logged in) Edit: NM, I found it... they changed a few things since last i used any of this.
  • Inconsistent shooter cap defined for projectile

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    JipJ
    It just means that defenses (tactical and/or torpedo) may behave suboptimal by either overkilling it (shooter cap > than its health, too many defenses trigger) or underkilling it (shooter cap < than its health, too few defenses trigger). It does not break the game or cause any further errors. The warnings exists as a reminder to what the optimal value is for in the blueprint.
  • Shield Drone frustration

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    R
    Fixed the eCost not being done when then shield is active.
  • TBL to Strings, Oh my!

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    R
    Added a copy of this unit to the FAF server unit the name "4D-FAF (4th-Dimension for FAF), UEF & Seraphim Units".
  • Is there a workaround or override ?

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    R
    I've made progress and have gotten the turret to behave. I may post a video in the coming days.
  • I'm old and don't remember...

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    R
    @speed2 was able to use GetPosition(bone) today in an attempt to add sliders to a death event. While the sliders do work end end locations were unexpected for the information provided. Do you know if slider (CreateSlider) moving a bone, also moves the child bones (i think it does) , and does the bone orientation matter at all? Edit: Was able to confirm that the sliders do affect child bones. Which makes using a slider on a complex system of bones not particularly viable.
  • Unit Logger mod

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  • Nomad Abilities Panel

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  • Add a latest replay URL

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    N
    I have created the "Unit Logger" mod. It is in the mod vault. It is a UI mod. EDIT - V2 Released with reduced decimal places and unit masskilled added Logs information on every unit of of focus army every 10 game ticks, configureable in main.lua Information logged: "UL02","GameTick","EntityId","Army","UnitId","FractionComplete","Position.x","Position.y","Position.z","MaxHealth","Health","ShieldRatio","IsIdle","MassKilled" WARNING: If you have 1500 units and an hour game expect gigabyte size logs. It works in replays if you select the army of the player you require logging. It requires UMT / UI Mod Tools / ui-mod-tools-4z0t-v12 Thanks for 4z0t for some of the code that makes this work This data is not in an eficcient format at all - that can be done after the game has ended. I need to look at logging all units from all armies at once when observer. i dont know if this is possible with a UI mod. Example data: info: UL02 GameTick EntityId Army UnitId FractionComplete Position.x Position.y Position.z MaxHealth Health ShieldRatio IsIdle MassKilled info: UL02 1350 321 1 uea0303 1 171.915 35.555 717.439 2300 1550 0 0 180 info: UL02 1350 421 1 uea0303 1 231.838 34.695 652.384 2300 300 0 0 482 info: UL02 1350 344 1 uea0303 1 109.883 35.376 720.888 2300 2050 0 0 45 info: UL02 1350 369 1 uea0303 1 142.596 38.140 688.592 2300 1300 0 0 45 info: UL02 1360 736 1 uea0303 1 111.701 36.286 717.892 2300 1550 0 0 270 info: UL02 1360 0 1 ual0001 1 108.207 25.830 920.259 11000 11000 0 1 0 info: UL02 1360 262 1 uea0303 1 98.083 37.232 730.919 2300 1550 0 0 450 info: UL02 1360 280 1 uea0303 1 97.939 36.571 708.237 2300 1050 0 0 90 info: UL02 1360 364 1 uea0303 1 145.077 37.485 686.651 2300 1800 0 0 225 info: UL02 1360 318 1 uea0303 1 142.312 37.525 684.928 2300 1550 0 0 360 info: UL02 1360 438 1 uea0303 1 196.809 37.850 668.522 2300 1550 0 0 433
  • single axis Projectile Acceleration

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    N
    You can adjust this with Projectile:SetBallisticAcceleration(y). Gravity is -4.9 by default. The documentation is a bit outdated, but you can also do SetBallisticAcceleration(x, y, z) for acceleration in any direction; I just tested it. Make sure your projectile's MaxSpeed is high enough for it to accelerate how you want it to.
  • Where's the best beginner how to mod tutorial?

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    R
    @freadyfish for now your fine with an override mod, but I'd suggest moving towards a UI based method at some point. Simple reason, its more likely to be widely adopted, and thus less like to viewed as SIM cheater mod. As for helping out, hit me or any of the other mod-dev's up if you get mega stuck.
  • Problems adding emitters to a repack sequence

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    N
    Yes, lifetime is in ticks (10th of a second), and then any particle size effects will scale on that lifetime, reducing the visible time to just a few ticks.
  • Question feedback before I dig in.

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    FreadyFishF
    I just want to say I tried Chat GPT 4o the other day. It basically built my whole mod for me. Good thing no one is paying us or I'd be worried.
  • Effects / Emiters cleanup question

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    JipJ
    @Resin_Smoker better to review this folder: https://github.com/FAForever/fa/blob/develop/engine It has all the information on the wiki and more . We should probably link the Wiki to that