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!
  • Modular Fatboy (2014)

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    S
    Um yes please
  • Projectile reflections v3 (2014)

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    R
    @jip Fixed the video.
  • Icon Templates

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  • Are these mods possible?

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    JipJ
    @cdrmv said in Are these mods possible?: That sounds really Interesting i will try out these two Impulse Functions for sure. Thanks for the tip The impulse functions appear to work for air units, I think @Nomander found out about that recently
  • Weather Lightning Strikes V0.1 2011

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    C
    @resin_smoker Intersting I have already create my own callable Thunderstorms and Tornados for an future Appearence in the Fire Support Manager of my Commander Survival Kit. They are already included in the current official Version of the Commander Survival Kit but only spawnable by the Unit Cheat Spawn Console. I will check it out so maybe I can improve them with this.
  • SAM Overkill Control v0.3 (2015)

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    R
    Odds are that my work predates what FAF is using. Who knows, they may be using this in some form or another.
  • 4DC_FAF_Release_V0.1 (2014)

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  • Weight of Fire v0.8 for SC (2011)

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  • Corpse Decay v0.2 (2014)

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  • Allow AI to use specific units, disable same units for players.

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    DDDXD
    @tankenabard unfortunately no. The best advice I can give you is to look at others code. Get a couple of simple mods, the simpler the better, then see what it takes to get a simple mod going. Then find a mod or map that disables certain units - that will show you how it's done. Then all you need is to apply and tweak the code to your needs and wants <-- that's the part nobody can help you with
  • Mod Request: Improved prebuild option

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    KnownSniperK
    Bump for a poor man
  • Unknown Error Causing Infinite Loop

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    DDDXD
    play with cheats. Spawn the boss in question, then look at the log. This will give you a starting point where the problem lies. I have tons of units attached to other units (buildings and mobile alike), they come and go based on which attachment or power-up was taken, or which enhancement built, so that part should not be an issue. But the log is your friend, use it.
  • Fast start mod idea: Free instant factory of your choice

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    ZLOZ
    i am ok with this idea if it is gonna be optional 30 seconds while factory is building is often not enough to think about your BO, check your allies and their factions, assign roles, check reclaim, decide who take what mex and who drops where, whos gonna make t1 air and who does not... tho ofc if you are playing air fac 1rst you will need to decide that before game or for like 1 second. decide where your engies gonna be going... how to fix resource problem? just discount the amount of resources that ACU produces for the time that you need to make a factory. also there are maps where you start in water. there are maps where you have "desired" factory position kinda blocked by commander so you need to choose between moving and placing factory in non-cool position That also removes plays where two people could make factory together also that messes with the BO with 1rst pgen and on crazyrush you often start with pgen. on super mass-poor maps you can start with mex
  • Need a Working Link for XACT 2.0.

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    C
    @mostlostnoob said in Need a Working Link for XACT 2.0.: @colorcharge This is the August 2007 installation of the XACT software needed to work with sounds for SCFA. https://archive.org/details/dxsdk_aug2007 Thank you! I sincerely appreciate it.
  • ACU's Being Counted as Naval Units

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    DDDXD
    I LOVE the CalculateTotalEnemyUnitsOfCategory! Wish I had known about it sooner. Very useful.
  • Ctrl UI mod

    uimod mod mods
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    nullptrN
    Updated description. Also released 2nd version.
  • Any idea why I can no longer open the debugging log window with F9

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    C
    @jip Bingo, yeah, that was it, thanks!
  • Control Group Zoom mod

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    KnownSniperK
    @jip said in Control Group Zoom mod: This has been integrated a while back: [image: 1708118351799-705e06f3-de87-4a82-b8cc-b291e728f236-image.png] If possible it would be nice if the standard zoom level could be made higher. I always used the old control group zoom mod (with some changes) while it still worked, but the new options just don't really give me something usefull to the point that i never use the double tap feature anymore. The main issue is that you tend to want to use this to hotkey specific units you're using to raid but because the zoom level is so far in you cannot see anything after double tapping so you have to zoom out anyway (which at that point is just as fast as just zooming in manually). [image: 1708308791125-71ec2d73-9a34-4eb8-89f5-e684cbd2e492-image.png] this is the standard zoom level after i just double tapped and there can easily be a t1 pd shooting at me while i can't even see it. [image: 1708308888040-5942ec53-e7ea-4687-9743-1cf16798b11f-image.png] Imo a zoom level like this is way more usefull for whatever you want to accomplish.
  • How to change the player names through a mod

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    Brutus5000B
    If you want it for yourself, go for it. But for others it's always easy to figure out who plays/played via client, ice adapter debug view or replay information
  • Reverse direction of middle mouse scrolling

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    R
    I'll look into it myself thanks