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    Let 's fix a bug in BlackOpsFAF-Unleashed

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    • Z Offline
      ZBC
      last edited by

      In the mod, CZAR loses the shield but has a second weapon, the comment in the lua code reads “Button pressed, czar cannot build or store any units, enable new weapons take extra damage, use the DoTakeDamage function and a self.damageMod = 1.0 self.damageMod = 1.2, unit.lua line 781”, and then the CZAR morphs to resemble a blooming flower, thus unleashing a much more powerful more powerful attacks. However, in the file “BlackOpsFAF-Unleashed\hook\units\UAA0310\UAA0310_unit.bp”, there is an error that prevents this morphing animation from being played correctly.

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      • Z Offline
        ZBC
        last edited by ZBC

        At line 140 of the file, the code
        “AnimationActivate = ‘/hook/units/UAA0310/UAA0310_AOpen.sca’,”
        incorrectly references a location that does not exist, resulting in the morphing animation of the CZAR not being played correctly. We should change it to
        “AnimationActivate = ‘/mods/BlackOpsFAF-Unleashed/hook/units/UAA0310/UAA0310_AOpen.sca’,”

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        • Z Offline
          ZBC
          last edited by ZBC

          Now, enjoy the cool transformations of CZAR!
          6187cf56-4d11-456e-9a25-8610c8b763e6-0962bdc3cf648c8526974270181f6300.jpg

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          • BlackrobeB Offline
            Blackrobe
            last edited by

            Yes, @Uveso has done a great job; but he has not been online on FAF since January this year. There are a few bugs that I have identified in other posts, but have not really been responded to. So fixing this bug and others would be much appreciated by the lovers of this mod.

            Z 1 Reply Last reply Reply Quote 1
            • N Offline
              nomads
              last edited by

              @zbc thanks.

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              • Z Offline
                ZBC @Blackrobe
                last edited by

                @blackrobe If you have found any bugs in blackops, please tell me and I will try to fix them XD.

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                • Z Offline
                  zhanghm18 @ZBC
                  last edited by

                  @zbc BUG report: The AEON experimental siege weapon (BAL0401) in the blackops MOD will summon 8 meteorites from the sky to attack, if you command the unit to stop or move when the 8 meteorites are halfway summoned (e.g., 3 or 4), The unit would be completely stuck here, unable to attack, unable to move, unable to give any commands.

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                  • Z Offline
                    zhanghm18 @ZBC
                    last edited by zhanghm18

                    @zbc Thank you very much for your work, and there is another bug about totalmayhem that I reported before, if you are interested
                    Re: Total Mayhem 1.37 for all game versionsReferencing a bug reported earlier in discord regarding the building animation of two aeon units (BROT3BT and BROT3BT2,) :
                    https://discord.com/channels/197033481883222026/1213509460207869953

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                    • Z Offline
                      ZBC @zhanghm18
                      last edited by

                      @zhanghm18 Oh, and this issue came up yesterday when I was playing with a friend, but at the time we agreed that it was a setting of this unit XD.
                      I'll be checking this out again.

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                      • Z Offline
                        ZBC @zhanghm18
                        last edited by

                        @zhanghm18 Please hold off on the other mods for now, I'm not currently deep enough into playing them to know exactly how they were supposed to work.

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                        • Z Offline
                          ZBC @zhanghm18
                          last edited by

                          @zhanghm18
                          I tested this unit over and over again yesterday in a custom game and didn't encounter the problem you described. When you issue a stop or move command during summoning, the unit will stop summoning (play an animation that retracts the turret) and then execute the command; when you issue an attack command again, it will start summoning the meteorite again (play an animation that unfolds the turret), and I didn't encounter any problems with it getting stuck.
                          Did you download the latest blackops mod from Uveso's github page (https://github.com/Uveso) instead of the FAF repository?I've noticed that a lot of the mods in the FAF repository don't get updated in a timely manner.

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                          • N Offline
                            nomads
                            last edited by

                            Sometimes, the issue arises not from a single MOD but from conflicts between different MODs. It is advisable to capture a screenshot of the MOD manager list or show the F9 tracking reports for comparison and verification.

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                            • Z Offline
                              zhanghm18 @ZBC
                              last edited by zhanghm18

                              @zbc Thanks for the test. I will try the latest version from github. The blackops I use are downloaded from FAF vault, maybe that's the cause of the problem.
                              In addition, if you are interested in, I found that several small bug about totalmayhem posted on https://github.com/FAForever/fa-total-mayhem/issues.

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                              • DoompantsD Offline
                                Doompants
                                last edited by

                                @ZBC if you have the knowledge and time to fix a few of these outstanding bugs, as the main ringleader of a group that plays BlackOps every week, you have my sincere gratitude.

                                The big bug that is bothering us right now is that something has broken with torpedos vs a couple of BlackOps UEF units:

                                The two we've found are:

                                BES 0402 - UEF Dreadnought
                                EEB 0402 - UEF Philadelphia Stellar Generator (when built on water, obv.)

                                As you can see in the attached pic, torpedos from all manner of naval ships do not seem to hit either of these units, and just circle around. VERY rarely, a torpedo will land, but we're talking 8 minutes of heavy concentrated fire to finally take down the dreadnought.

                                I'm not sure which patch may have broken it, but it will be one of the more recent ones. This was not a problem in late 2023/early 2024.

                                Also food for thought -- There are other UEF BlackOps boats that are NOT affected (EES0302 - Knox Escort boat) and neither is the other BlackOps water-buildable structure (BEB5205 T3 advanced Air Staging).

                                36ff5096-0039-49c0-bc52-d4025749be5e-image.png

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                                • DoompantsD Offline
                                  Doompants
                                  last edited by

                                  I should add this only affects the two UEF units I listed. The Seraphim and Cybran BlackOps Dreadnoughts can be hit with torpedoes as normal.

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                                  • Z Offline
                                    ZBC @Doompants
                                    last edited by

                                    @doompants oh, luckily I know when it happend. As the changelog in version 3811 said:
                                    #6360 the hitboxes have been changed to solve that some times torpedoes randomly miss the unit by traveling underneath it.
                                    But it looks like this has some unknown effects on the units in the mod. I'll check this later, but please understand that I may not be able to fix them, FAF code changes are difficult for me right now!

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                                    • UvesoU Offline
                                      Uveso
                                      last edited by

                                      @ZBC
                                      Can you test the latest black ops version from GitHub?
                                      https://github.com/Uveso/BlackOpsFAF-Unleashed

                                      • Unit bes0402 (Experimental Dreadnaught) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
                                      • Unit eeb0402 (Stellar Generator) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
                                      • Unit uaa0310 (Experimental Aircraft Carrier) Add switch and fix animation for Superweapon
                                      • Unit uaa0310 (Experimental Aircraft Carrier) Add shield from FAF CZAR

                                      @zhanghm18
                                      Can't find any bugs in BAL0401. How can i reproduce it, or do you have errors in log when it happens?

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                                      • Z Offline
                                        zhanghm18 @Uveso
                                        last edited by

                                        @uveso Thanks for your reply. I retested the unit and found that the problem no longer existed. It is possible that an update to FAF in the last year accidentally fixed the issue.

                                        UvesoU 1 Reply Last reply Reply Quote 1
                                        • UvesoU Offline
                                          Uveso @zhanghm18
                                          last edited by

                                          @zhanghm18
                                          Thanks for retesting!

                                          The Czar really looks great:
                                          http://faforever.uveso.de/CZAR.mp4

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                                          • Z Offline
                                            zhanghm18 @Uveso
                                            last edited by

                                            @uveso Thank you for your work.
                                            Yeah, CZAR looks better. But would you consider replacing the CAZR model with a more elaborate version of FAF? The CZAR model used by blackops is slightly less accurate than FAF, and you can see that the CZAR in the MOD is not "round", but clearly "angular".1d086539-a2c9-4ae9-ac98-6d7863b9f51a-图片.png

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