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!
  • 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.
  • 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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    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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    @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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    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
  • Mod icon not showing in client

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    maggeM
    @Brutus5000 Seems "randomly" for older mods and all the time for recent uploads. [image: 1716972121475-9690b1cc-ec57-475c-8804-6a4af3d02043-image-resized.png] [image: 1716972142474-6754e13e-cf2a-4432-9a23-6a4b1945cc8b-image-resized.png] [image: 1716972163710-11339f20-6119-4b2b-bc15-78dafdb23e38-image-resized.png]
  • How to determine the game version

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  • What has FAF changed for mods?

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    QuantumTyphoonQ
    @mostlostnoob Oops. I had multiple tabs open and commented in the wrong thread. Good catch mlNoob.
  • Kyro's lobby - updated

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    nullptrN
    It is forbidden due to security issues.
  • I want this ui mod but he wont share it with me

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    IndexLibrorumI
    @thomashiatt Easy way to keep your upgrades going is to have a small group of engineers and queue up assist orders to your mexes. They'll go around upgrading them one after the other, won't have to pay attention to it once you've given the order.
  • [MOD] PJ Infrastructure Pack for play with AIx

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    F
    Updated to the latest version, and made it compatible with the recent version of FAF and a few famous mods. Fixed a few bugs. The latest version is in the mod vault or first post.
  • Galactic Colossus unit thrower V0.6 (2014)

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    R
    @jip that would be pretty epic actually.
  • Black Hole Script

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    R
    Was looking over the script for this after 10 years and I wondered how I could write this complex script while so intoxicated.
  • 4DC_FAF_Release_V0.3 (2014)

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    K
    So many memories... love you r units still play with them.
  • Better Intel v0.6 (2011)

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    S
    The fix FAF intel desperately needs