@blackrobe
Just tested the shield drone and its fine.... maybe your running into one of the unit restrictions is has?
Verification = function(self)
--Check to see if a shield is already active.
if self.GUnit and not self.GUnit.MyShield then
local gUnitBP = self.GUnit:GetBlueprint()
local gUnitCats = gUnitBP.Categories
--Check to see if the gUnit has a Cloak, BuildRate or Economy, if so return false
if gUnitBP.Intel.Cloak then
if myDebug then WARN('Shield Drone Verification, reason: Cloak', gUnitBP.Intel.Cloak) end
self.FailReason = 'UNIT CAN CLOAK'
return false
elseif gUnitBP.Defense.Shield.ShieldMaxHealth > 0 then
if myDebug then WARN('Shield Drone Verification, reason: Shield in already in blue print', gUnitBP.Defense.Shield) end
self.FailReason = 'UNIT CAN SHIELD FROM BLUEPRINT'
return false
elseif gUnitBP.Enhancements.Shield then
if myDebug then WARN('Shield Drone Verification, reason: Shield Enhancement', gUnitBP.Enhancements.Shield) end
self.FailReason = 'UNIT CAN SHIELD FROM ENHANCEMENT'
return false
elseif gUnitBP.Economy.MaintenanceConsumptionPerSecondEnergy then
if myDebug then WARN('Shield Drone Verification, reason: MaintenanceConsumptionPerSecondEnergy', gUnitBP.Economy.MaintenanceConsumptionPerSecondEnergy) end
self.FailReason = 'UNIT CAN HAS ENERGY MAINTENANCE CONSUPTION'
return false
end
--Unit Categories the shield drone is not allowed to enhance
local excludedCats = {
--Primary unit retrictions, basicly anything that build, upgrades or makes ammo
'COMMAND','SUBCOMMANDER','ENGINEER','OMNI','FACTORY','ECONOMIC','SILO',
--Custom unit restrictions
'DRONE','MINE','PHASING','TRANSFORMABLE',
--Misc unit restrictions
'POD','SATELLITE','UNTARGETABLE','SHIELD','WALL','PROJECTILE','OPERATION','CIVILIAN','INSIGNIFICANTUNIT','UNSELECTABLE','BENIGN','PROP',
}
--Compare the gUnit BlueWARN with the excludedCats
--Should no matches be found return false
for k, v in excludedCats do
if table.find(gUnitCats, v) then
if myDebug then
WARN('*** This Unit Type Not allowed due to exclusions: ', gUnitBP.General.UnitName)
WARN('*** Reason: ', excludedCats[k] )
end
self.FailReason = excludedCats[k]
return false
end
end
--Return true if no matches are found
if myDebug then WARN('Verification passed!') end
return true
else
--Error Sound Effect
self.FailReason = 'UNIT IS SHIELDED'
if myDebug then WARN('Verification failed REASON: ', self.FailReason) end
return false
end
end,
Keep in mind that these restrictions are in place to keep the drop from enhancing units that shouldn't be enhanced for one reason or another.
Continued...
Seraphim:
T2 Abolisher Beam Cannon Gunship seems to not have defensive teleportation option or ability (?)
Works on my end
Predator Sniper Bot doesn't display any information in T2 Land Factory when hovering arrow over it.
Added this just recently so it will be in the next update
Cybran:
T2 Termite Stealth Insectoid doesn't move legs when walking.
Works on my end
T4 Vulcanizer doesn't leave track marks. Also, if your order unit to move a second time, it takes about 15+ seconds for it to move. Also, what is the purpose of the "change rate of fire" toggle, other than to change the rate of fire?
Works on my end, and changing the rate of fire also changes the accuracy. Fire slower for better accuracy. Maybe I should add details for this?
UEF:
T3 Harkon Assault Walker doesn't leave any footprints/track marks.
It never had any
Why does the T3 Little John Ultra Heavy Assault Tank and the T3 Harkon have more health/hit points than the T4 Exp Fatboy? Aren't T4 Experimentals always have to have the highest hit points/health?
**Can adjust the hitpoints once I've received feedback from more people. Though also consider that the Fatboy is pretty weak if not supported.
Anyways, all that being said, most of the problems your encountering are likely the results from other mods. Either they're breaking FAF completely on their own, or they're attempting to overright something within 4DFAF. I wont know unless I've looked at some of these mods, thus having a mod list from you is critical to be able to advice you, or for me to add mod restricitions within 4DFAF's mod_info.lua. (Which would prohibit them from running with 4DFAF)
-Resin