4DFAF Uploaded
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Great! Will probably have some time later this week to try it!
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Some minor bugs:
Seraphim:
- T2 Shield Drone no longer works.
Aeon:
- T2 Abolisher Beam Cannon Gunship seems to not have defensive teleportation option or ability (?)
- Predator Sniper Bot doesn't display any information in T2 Land Factory when hovering arrow over it.
Cybran:
- T2 Termite Stealth Insectoid doesn't move legs when walking.
- 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?
UEF:
- T3 Harkon Assault Walker doesn't leave any footprints/track marks.
- 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?
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@blackrobe Will give it a look, but I also need to know if your using any other mods.
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No mods mate. Sorry, I meant to mention that.
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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 endPredator 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 updateCybran:
T2 Termite Stealth Insectoid doesn't move legs when walking.
Works on my endT4 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 anyWhy 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
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Version 7 uploaded.
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To reiterate, no mods in use with yours. I only test a mod on its own.
- Regarding Sera T2 shield Drone: it does work on some units, when you first released it, it shielded every unit and building, including ACU; I see the logic in later versions only shields some; thus my confusion. Might be good to add shield health amount, as you can't tell how strong shield is.
- Regarding Aoen T2 Abolisher Beam Cannon Gunship: I assumed it was a manual toggle teleport. I see it does automatically mini teleport when attacked. Very nice I might add.
- Regarding Cybran T2 Termite Stealth Insectoid: Still moves motionless (I even deleted any old 4dc versions then installed v7) Very odd that it works for you. Are you using FAF default as I am? Just in case you are using FAF Beta, or FAF Dev as testing. Maybe someone else will have the same issue. Can't work out why it animates walking for you and not for me, despite the only mod being used for testing.
- Regarding Cybran vulcanizer: Yep, def add some detail for that.
Yep, that's why people like yourself created T4 Assault units to compensate for Fatboy weak health.
Overall, nice release. A few tweaks here and there. Love to see more "transformer" units. Fantastic idea mate.
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Wait till you see bouncing and reflected projectiles.... Then there is the singularity artillery.
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@resin_smoker said in 4DFAF Uploaded:
Wait till you see bouncing and reflected projectiles.... Then there is the singularity artillery.
Now we're talkin!
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Updated the Vulcanizers description test to show: "The word Overkill, accurately describes this cannons level of overwhelming firepower. Fielding a quad barreled artillery cannon with selectable rate of fire (vs accuracy) and a secondary turret for close encounters."
Will look to see if i can add something similar for the toggle mouseover as well.
-Resin
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Version 8 released!
-Rescaled a few units to better match with the existing scale of the games original units.
-Did a fair bit of rebalancing but is by no means prefect.
-Reworked the help text for many units to better describe what they do and how to better use them.
-Pushed all the custom UIs to show at the end of the UI build bar, so not to crowd out the preexisting units.
-Added a few more Cybran and Aeon units.Only 3 or more until left from the 4DC core units to add. These are units that I've asked Domino to work with as they've been tied into DMS code such that It would take me weeks to figure out how they work.
Enjoy!
Resin
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(Evil scientist laugh) Presenting shield piercing weapons...
Snippet from hook'd shield.lua
do local oldShield = Shield Shield = Class(oldShield) { OnCollisionCheck = function(self,other) if self and not self:BeenDestroyed() then -- Allows Shield Piercing Projectiles to ignore shields, return true to process this collision, false to ignore it. if EntityCategoryContains( categories.PROJECTILE, other ) and EntityCategoryContains( categories.SHIELDPIERCING, other ) then return false else return oldShield.OnCollisionCheck(self,other) end end end, } end
Enjoy!
Resin
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Got missile redirection working for the URA0206 Vampire stealth fighter, will be included in the next update!
In /hook'd unit.lua
########################################################################################## ## --Unit intel ########################################################################################## GetEnabledIntels = function(self) local Intels = {} if self.IntelDisables and table.getsize(self.IntelDisables) > 0 then for id, value in self.IntelDisables do if not Intels[id] then Intels[id] = false end local intelenabled = self:IsIntelEnabled(id) if intelenabled then Intels[id] = true else Intels[id] = nil end end end return Intels end,
Superclass called by the stealth unit...
---------------------------------------------------------------------------- -- File : /mods/4DFAF/lua/4D_CloakRedirect/4D_CloakRedirect.lua -- -- Author : Resin_Smoker -- -- Summary : 4D_SDR: Allows a structure so enhanced to resist enemy fire. -- -- Special Thanks: Mithy for his redirect script -- Copyright © 2024 4DFAF, All rights reserved. ---------------------------------------------------------------------------- -- -- The following is required in the units script for Struture Damage Resistance (SDR) -- This calls into action the SDR scripts for AStructureUnit -- -- local CAirUnit = import('/lua/cybranunits.lua').CAirUnit -- CAirUnit = import('/mods/4DC_V0.81/lua/CustomAbilities/4D_CloakRedirect/4D_CloakRedirect.lua').CloakRedirect( CAirUnit ) -- ---------------------------------------------------------------------------- ### Start of CloakRedirect(SuperClass) ### function CloakRedirect(SuperClass) return Class(SuperClass) { OnCollisionCheck = function(self, other, firingWeapon) -- Cloaking allows 50% chance to avoid anti-air missiles if self and not ( self:IsDead() or self:BeenDestroyed() ) then local EffectUnit = false local EffectsIntels = { 'CloakStealth', 'Cloak', 'CloakField', 'RadarStealth', 'RadarStealthField' } local EnabledIntels = self:GetEnabledIntels() for IntelType, Param in EnabledIntels do if table.find(EffectsIntels, IntelType) then EffectUnit = true break end end --check if unit is in field. if not EffectUnit then for id, IntelType in EffectsIntels do if self:IsInField(IntelType) then EffectUnit = true break end end end if EffectUnit then if ( other:GetBlueprint().Physics.TrackTarget or EntityCategoryContains(categories.MISSILE, other) ) and Random(1, 2) == 1 then if other:GetLauncher() then -- Projectile returns to launcher other:SetNewTarget(other:GetLauncher()) other:TrackTarget(true) other.DamageData.CollideFriendly = true other.DamageData.DamageFriendly = true other.DamageData.DamageSelf = true other:SetLifetime(10) other.Redirector = self -- *** Mithy's Function *** Hook projectile's DoDamage to set (living) redirector to instigator on impact local prevDoDamage = other.DoDamage other.DoDamage = function(self, instigator, damageData, targetEntity) --This should always allow the projectile to damage its launcher instigator = self.Redirector or self prevDoDamage(self, instigator, damageData, targetEntity) end else -- Projectile passes thru and losses tracking other:TrackTarget(false) end return false else -- Projectile impacts normally return true end end return SuperClass.OnCollisionCheck(self, other, firingWeapon) end end, } end ### End of CloakRedirect(SuperClass) ###
Keep in mind that the above script only applies to the unit calling the SuperClass. Hence all of the stock units won't have this ability unless modified to use the SuperClass.
Enjoy!
Resin
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Did some work on the Hellhound shadow-step to improve its reliability and add in a few new FX: https://youtu.be/q6NtQ7HN-es
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Version 9 uploaded.
"4D-FAF, a 4DC-DMS adaptation for FAF"
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So apart from feedback, what from DMS would folks like to see incorporated?
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@blackrobe said in 4DFAF Uploaded:
- Regarding Sera T2 shield Drone: it does work on some units, when you first released it, it shielded every unit and building, including ACU; I see the logic in later versions only shields some; thus my confusion. Might be good to add shield health amount, as you can't tell how strong shield is.
I took a look at how or rather where the information of where the shields health info is coming from. Far as I can tell, this isn't being provided by the shield, but by the units blueprint. Being that our shield drone adds a P-shield to a unit there isn't a blueprint to be drawn from. Maybe there is some way to "hook" in a change for that. Unfortunately , UI modding is not my area of knowledge.
Unless someone can pitch in or offer up some advice on how this can be done?
In the mean time, here is how the shield health is being calculated by the drone currently:
if table.find(bp.Categories ,'EXPERIMENTAL') then sldHealth = 10000 rChgTime = 120 rChgRate = 100 eCost = 300 elseif table.find(bp.Categories ,'TECH3') then sldHealth = sldHealth * 0.3 rChgTime = 90 rChgRate = 10 eCost = 25 elseif table.find(bp.Categories ,'TECH2') then sldHealth = sldHealth * 0.5 rChgTime = 60 rChgRate = 5 eCost = 10 else sldHealth = sldHealth * 0.75 rChgTime = 30 rChgRate = 2 eCost = 5 end
in many ways, the above figures are not properly balanced. Though the idea was for the shield drone to be a significant material investment and thus I gave it more wiggle room. If you have ideas on how to improve this, I'm open to suggestions.
Resin
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Digging into all this further it appears that shields are not really holding the base health figures in self.MyShield and thus the UI has to constantly refer to the units blueprint. While for units that have their shields predefined in the blueprint or enhancement this is all good, but for units that are given shields via non standard means this creates a problem. How can the shields Max and current health figures be discovered if its not held in self.MyShields? Without which It's not possible to update Unitview.lua to show the shield max for that unit during a mouse over.
Edit: Ok figured it out...
Apparently the shields are being treated as entities (I forgot about this). Thus its possible to call on a units shield health via...
if self.MyShield then WARN(' self.Shield: ', self.MyShield:GetMaxHealth() ) end
This its possible to alter the Unitview.lua to work with most custom shields that are not based off a units Blueprint such as the 4DFAF shield drones.
Modified snippet from Unitview.lua, that I will try out...
if not shield.ShieldMaxHealth then if unitBp.Enhancements then shield = unitBp.Enhancements[getEnh.GetEnhancements(info.entityId).Back] elseif self.MyShield then shield = self.MyShield:GetMaxHealth() end end
Side note: It could just as easily be unitviewdetail.lua as I'm not ever messed with either of these before and have yet to discover what each one does despite similar names and inferred purpose.
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So far my attempts to do anything with the UI are showing nothing. None of the expected outputs, or errors of any kind.
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Made a little more progress... It appears that unitviewDetail.lua specifically the "show" function is responsible for this portion of the UI. That being said, not much information is being passed to it to be able to pull the units ShieldMaxHealth from anything other than its blue print. This appears to be by design if i recall, to prevent players with UI mods from being able to directly alter SIM side assets.
Unfortunately this means that it will NOT be possible to have the units ShieldMaxHealth shown on the UI, if the unit received its shields from anything other than a blueprint.
Only possibility is to figure out how to alter the UI from the SIM such when the drone shield is created this gets added somehow. Not sure how this would be possible, as the UI triggers on mouse over, not on the shields creation.