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    BlackOpsFAF-ACUs only for FAF v20

    Scheduled Pinned Locked Moved Modding & Tools
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    • UvesoU
      Uveso
      last edited by

      We are actual working on fixing Black Ops unleashed.

      Regarding ACUs, we recently received information from Rowey that there will be some changes to ACU upgrades.
      So we want to wait for the changes and fix the mod afterwards.

      And yes it's the right place, I didn't answer because I don't have anything to present. (like a fix)

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      • BlackrobeB
        Blackrobe
        last edited by

        No worries @Uveso. Thanks for your response, just an acknowledgement is always appreciated. I'm delighted to hear that this Mod and the BlackOps Unleashed Mod will be fixed.

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        • BlackrobeB
          Blackrobe
          last edited by

          @Jip
          Just wondering if @Uveso is still maintaining this and the other mods? As he has not been online for about 4 months now. All ACU's can no longer fire overcharge, and the Cybran and Seraphim ACU's cloaking still doesn't' work.
          Thanks

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          • DoompantsD
            Doompants
            last edited by

            @Blackrobe Odd. We play all 3 BlackOps mods on and I was manually overcharging last night no problem. Possible it's a conflict with something else?

            I think you may be right about the cloaking though.

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            • BlackrobeB
              Blackrobe
              last edited by Blackrobe

              @Doompants Yeah, Overcharge was a conflict I resolved quickly, but hadn't mentioned here yet. There are a few other minor bugs apart from cloaking; but as this post has not been answered, I'm not sure if anybody is updating this and BlackOps Unleashed mods anymore. Cheers mate.

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              • UvesoU
                Uveso
                last edited by

                v20 (02.Nov.2024)

                • fixed AIEconomicBuilders.lua (removed dependency for sorian buildconditions)
                • fixed SorianEconomicBuilders.lua (removed dependency for sorian buildconditions)
                • fixed VisionRadius, OmniRadius, WaterVisionRadius
                • fixed cloak
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                • DoompantsD
                  Doompants
                  last edited by

                  No rest for the wicked, @Uveso 🙂

                  Was doing some ACU testing with BlackOps ACUs and we've isolated a couple issues that I think are are all in the BlackopsFAF-ACU part of the pack

                  1. The BlackOps version of the Aeon ACU (EAL001) seems to have some hitbox issues where beam weapons pass through it and miss a good portion of the time. Probably the easiest to test (and worst offender) is the Aria T3PD (BAB2306). To recreate, make a bank of 4-8 Aria, and walk an Aeon ACU toward them on flat land. You should see many of the PD beams miss. In this test I did to get the screenshot, the ACU is standing still after walking into range, and it looks like maybe 3 or 4 out of 10 are hitting. The ACU is not taking damage from beams that are overshooting.

                  image.png

                  1. The same Aeon ACU also has what seems like a miscalculation somewhere in the QuantumMaelstrom upgrade tree. A single upgrade will kill an unlimited number of t1 tanks anywhere in weapon range (22?) in 4 seconds flat. A level 2 upgrade will kill a T2 Pillar in 8 seconds. The T3 upgrade takes a whole 10 seconds to kill a T3 Titan, but Pillars don't last 4 seconds and T1 tanks simply evaporate the second they're in weapon range. Maybe it's a balance issue, but it seems like something broke. I can't imagine that upgrade is intended to be that strong. We played @Jip 's King of the Hill mod, and it's insta-win if you use this upgrade and walk to the middle. lol.

                  2. Seraphim ACU (ESL0001).... the tac missile/overcharge upgrade branch seems to have two bugs in the same upgrade path;
                    -- a) The tactical missile (2nd upgrade) seems to only ever need to build a missile once, after which unlimited missiles can be fired on a roughly 3 second cooldown, and there is never another 'building' progress bar, and there is no mass cost. In comparison, the UEF ACU tac missile is working properly.
                    -- b) In the same tree, all three levels of upgrade are supposed to increase overcharge damage, and this is simply not happening with any of the three. I spawned a couple of GCs and turned their firing off, then compared an unupgraded ACU's OC vs a T3 ACU's upgraded OC and (with ridiculous amounts of power in storage) both overcharges do the vanilla 15000 damage.

                  image.png

                  As always, if I can do any more testing or digging for you, please ask. We play BlackOps each week and love having it kept up to date.

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                  • UvesoU
                    Uveso
                    last edited by Uveso

                    @Doompants

                    https://github.com/Uveso/BlackOpsFAF-ACUs/pull/7 (ACU hitbox fixed)
                    https://github.com/Uveso/BlackOpsFAF-ACUs/pull/8 (changed QuantumMaelstrom damage)
                    https://github.com/Uveso/BlackOpsFAF-ACUs/pull/9 (Seraphim tactical missile fix)

                    It's already merged on GitHub, but I’m holding off on the release in case we find any additional errors.

                    Also, I’m not sure if the damage adjustment to the Quantum Maelstrom is sufficient. I tested it with some tanks but haven’t played it in a real game yet.

                    Also, please retest the overcharge; I guess it’s not fixed yet.

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                    • DoompantsD
                      Doompants
                      last edited by

                      Huge improvement on Maelstrom, it's still pretty beefy at level 1 tho. Level 2 feels good. Level three is ok or could even be buffed a touch.

                      Spawning units into firing range is not real-world testing of course, but by my thinking, if the maelstrom is still too strong here, real games where units all trickle into firing rate is going to favor maelstrom even more. Anyways, heres some numbers:

                      T1 tanks (Strikers):
                      If I teleport the un-upgraded ACU into 17 T1 striker tanks ACU will just survive on it's own (no micro, no overcharge)
                      with Lvl 1 Maelstrom, I can teleport it into 80+ t1 strikers and it's fine.
                      Maybe lvl 2+ maelstrom should evaporate all t1 tanks, but probably not the first upgrade. ACU is basically unkillable by t1 land.

                      T2 vs Pillars seem good:
                      Un-upgraded ACU dies to 4 pillars.
                      T1 Maelstrom ACU can handle 8 and live.
                      T2 Maelstrom ACU can handle 20+
                      T3 Maelstrom kills 40+

                      T3 vs Titans:
                      Un-upgraded can handle one. 🐶
                      T1 Mael can handle 2
                      T2 Mael can handle 4
                      T3 Mael can handle 6 -- seems like not a lot of bang for your buck compared to level 1 and 2. Small buff like 12 or 16?

                      Thanks again for your time. FWIW I can confirm the hitbox changes fixed beam hits, and also the Sera missile is working great. And yeah, the Sera OC still seems capped at 15k regardless of upgrade. Did you ask me to retest? If so what would you like to see?

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                      • UvesoU
                        Uveso
                        last edited by

                        Glad to hear it’s working well.
                        Quantum Maelstrom damage is now T1: 0.6, T2: 6, T3: 16.

                        The overcharge fix will take a bit longer. FAF has a new system for calculating overcharge damage, and I still need to look into it. However, it should be fixable.

                        Unleashed is also updated on github.

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                        • DoompantsD
                          Doompants
                          last edited by

                          @Uveso - I'm not sure how to get details on this for you, but hopefully you've been doing this long enough to know what i'm talking about.

                          Bug: Cybran ACU upgraded with maser tree works as normal. If that ACU gets in a transport and is dropped off, Maser no longer fires reliably, and commander will mostly just fire normal shot. Maser will infrewuently fire in bursts, and also fires into the dirt at ACU's feet sometimes. Does not happen if ACU teleports, only if it boards a transport.

                          Background: My memory is hazy, but I believe this used to be a vanilla bug, but was fixed at some point. My guess is this same fix could be applied to the BlackOps ACU if we could find it?

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                          • UvesoU
                            Uveso
                            last edited by

                            Well, during transport, the function SetOnTransport is executed, which checks whether a unit has CanFireFromTransport specified in its blueprint.
                            If not, the weapons are disabled and re-enabled upon un/loading and using the enhancementname to find the weapon (in SetWeaponEnabled).
                            I think the error should be found in this area or at least this is a good starting point for the search. I'll take a look.

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                            • UvesoU
                              Uveso
                              last edited by

                              After several hours of debugging, I was unable to fix the issue.
                              Even after re-enabling the weapon, it only fires when aiming southwest. In all other directions, it does not fire.

                              This is similar to the issue with drones: the code technically works, but the result is flawed without throwing any errors.

                              At this point, only Jip can help.

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