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!
  • TECH DEMO: Variable Teleport Costs

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    @ComradeStryker Time required scales logarithmically according to log(teleport_distance), with a minimum time equal to UnitBlueprint.TeleportDelay. To answer your question in more detail, the following is the "the goods" as far as calculating cost is concerned: if bpEco.UseVariableTeleportCosts then -- New function here -- energy cost is dist^2 -- time cost is natural log of dist energyCost = math.pow(dist, 2) time = math.log(dist) -- clamp time to teleDelay if time < teleDelay then time = teleDelay end else -- original cost function executed here end You can add any combination of minimums, maximums, blueprint modifiers, range modifiers, or some crazy thing I could never even imagine, if it suits you.
  • Beam Weapon Firing over Heads of Units

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    We use a fair bit of Wyvern with LOUD, so if you could specify the unit in question, I can have a look at the rigging and see if we solved it. I'll be honest though, quite a bit of Wyvern was lifted from other mods, so we discarded significant portions of it. If a second weapon is utilizing the same muzzle then this might explain your issue - the aim is being co-opted by the second weapon. Beams have no arc - whereas projectiles usually do, and the muzzle velocity, in conjunction with that arc, may in fact be raising the muzzle bone ever so slightly, throwing the aim off. You can test this by disabling the 2nd weapon temporarily, to remove any such interaction.
  • Coop defeat rules

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  • The Superior FAF Experience Mod

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    veteranasheV
    Aircraft are vtol so they can hoverbomb, removing this mechanic goes against the game physics. I've never seen hoverbomb be op, and it's really easy for a maa to hit a hovering bomber
  • Air Movement: Klift, Kmove, Etc.

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    Based on the comments on LiftFactor (though recognizing that you're the one who has experimented with it), it appears to be a limit on maximum vertical velocity, not acceleration/thrust. Also, I lead you down a bit of a garden path with all my thrust talk--unit weight exists in the blueprints, but it's unused (1 in all cases, except SACUs which are set to 0 for some reason?). Without specific unit weights (but really masses--not economic mass, but physical mass) the notion of thrust is a nonstarter, and I'd be very surprised if it shows up anywhere in the engine. Even projectiles (missiles, mostly) define acceleration, not thrust.
  • Spawn Loaded Transports

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    @relentless That worked perfect! Thanks!
  • Experimentals Wars 1.87 for gameversion 3652+(FAF)

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    I dont know if this is an error or not but for some reason when the mod is enabled majority of the turrets when built all start pointing upwards? not sure why is there a way to fix this?
  • Repairing an old mod

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    SaverS
    Hello Marnix, when you started a game, did you use F9 (call up the log) to look at it to narrow down the error?
  • Unit Charging Line

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    Heh, I figured it out shortly after posting. Appreciate the help.
  • Sparky - Field Engineer

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    You should be able to define your own keyboard shortcut. See old forums https://forums.faforever.com/viewtopic.php?f=40&t=8230 You can include unit ids in selection and use smart selection also (see page 12 of URL )
  • Check for Specific Mods Loaded

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    I have uses this in my Commander Survival Kit to Check If one of my Mods is activated. The Check is required for the Space Reinforcements Manager, which should be only available If a Player has activate my Space Mod (FBP Orbital). If Not the Space Reinforcements Manager is simple Not available for the Player If He plays the Commander Survival Kit Ingame. local GetFBPOPath = function() for i, mod in __active_mods do if mod.name == "(F.B.P.) Future Battlefield Pack: Orbital" then return mod.location end end end FBPOPath = GetFBPOPath() In other Files in CSK I Just use this Code to Check it: If FBPOPath then --Load Content or Functions else -- Empty = Do nothing end Really simple and easy This Code is located in /Mods/Commander Survival Kit/hook/Lua/Game.lua and appears in other Lua Files of CSK as Well. It works perfectly
  • mod request

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    @rama So you want a mod that strips all air units of any ability to attack ground targets? perfect statment @CDRMV Why Not Just Disable them in the Unit Build Restrictions as mentioned from Jip? playing multiplayer, i have matches with nukes disabled. kinda makes it artilliary only and experamentals the biggest counter to artillary is the fortress shield. when people know there allowed they become abused with the settings ran looks like ai want a simple mod Unit:ChangeDamage(value) = satellite 0 damage Unit:ChangeDamage(value) = fortress 0 damage can someone make this?? thanks for some info @CDRMV
  • Question on SetCurrentFactoryForQueueDisplay engine method

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    C
    I investigated that in the course of the above and found that it automatically broke the chain when the circle was completed (might not apply in all cases).
  • stand-up animation like the GC

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    SaverS
    I hope it can help other people working on their own units or help improve the game. I had great support from other modders who gave me good tips. Thanks to everyone working on FAF
  • Error on Uploading Mod

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    RoweyR
    @Sheikah
  • Art of War (new Sim mod)

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  • This topic is deleted!

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  • Wish to open dialgue - Why mod-patch keeps getting dropped?

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    MadMaxM
    tm and black ops are maintained by Uveso and issues can be reported here https://forum.faforever.com/topic/361/total-mayhem-1-37-for-all-game-versions https://forum.faforever.com/topic/353/blackopsfaf-unleashed-only-for-faf-v22/87 https://forum.faforever.com/topic/354/blackopsfaf-exunits-only-for-faf-v21 https://forum.faforever.com/topic/352/blackopsfaf-acus-only-for-faf-v19, Brewlan has a git hub https://github.com/The-Balthazar/BrewLAN where you can make issues and balth will look at them and antares I'd steer well clear of, that mod uses copyrighted materials which is why its not on the vault
  • LUA Help with order

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    @maudlin27 in discord they wrote that these are functions for the game and they are not available in UI mods. told to use this unit:GetGuardedEntity()
  • Check How Many Teams Alive

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    Oh, thank you! Will look through it. The current method is simpler and does the task, but this looks to give an accurate team count.