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    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!

    Total Mayhem 1.37 for all game versions

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

      @uveso said in Total Mayhem 1.37 for all game versions:

      @Nyazuki

      That's easy to explain, I screwed it up.

      Total mayhem requires the AI ​​Uveso Mod to be installed as I accidentally used a platoon former only available in AI-Uveso.
      Without the mod you will get some error in the log related to this former.
      This is not gamebraking but can cause lag because of the error spam.

      The next update of Total Mayhem will fix that dependency.

      For now, just ignore the errors.

      @CrazySnapDragon

      You try to install the AI-Uveso mod (even if its not working with steam)
      https://forum.faforever.com/topic/350
      The mod must be switched on, but don't use the AI.

      If you still have errors go to your total mayhem directory:

      ***\Mods\TotalMayhem\lua\AI\AIBuilders\
      

      and delete the 2 files:

      TotalMayhemBuilder.lua
      TotalMayhemDefenseUpgrade.lua
      

      In this case you don't need the Ai-Uveso Mod, but you can't use the
      mod in multiplayer this way. it will desync the game.

      Please report back!

      J 1 Reply Last reply Reply Quote 0
      • C Offline
        CrazySnapDragon
        last edited by

        Hello Again @Uveso! Sorry For The Late Reply I've Downloaded The Newest Uveso AI From The Faf Launcher but when enabling it and launching the game it just crashes, so i've deleted the two lua files and the T3 Factories started producing units, Thank you so much!

        Also Out of curiosity will there be a big diffrence with ai when those 2 lua files are deleted or no?
        Thank you once again!

        1 Reply Last reply Reply Quote 0
        • UvesoU Offline
          Uveso
          last edited by

          @CrazySnapDragon

          Without the Platoon former the mod cannot carry out point defense upgrades,
          and the builders for Heavy Assaults (tech 1 land experimentals and gunships) are also missing.
          And the AI will not send those tech 1 experimentals to the enemy

          A special function of Total Mahyem is also missing, which is that the AI ​​builds the cheap over-tech tanks
          (when you upgrade a factory to tech 2, then you have a upgaded tech 1 tank available, also with tech 3)

          Btw, thanks for the log! (always helpfull)
          This is the AI error:

          warning: Error running lua script: ...\gamedata\lua.scd\lua\sim\brainconditionsmonitor.lua(566): access to nonexistent global variable "EnemyUnitsGreaterAtLocationRadius"
          

          That means the AI does not know the buildcondition "EnemyUnitsGreaterAtLocationRadius".
          But we can add this buildcondition to the mod instead of deleting the platoon former that is using it.

          Download this zip archive:
          hook.zip

          copy the file "UnitCountBuildConditions.lua" to "\Mods\TotalMayhem\hook\lua\editor".
          (you need to create the "editor" folder)

          This should add the missing buildcondition to the mod.

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          • C Offline
            CrazySnapDragon
            last edited by

            @Uveso Alright I'll put it in the mod thanks again for the reply!

            1 Reply Last reply Reply Quote 0
            • CODE_MANC Offline
              CODE_MAN
              last edited by

              Good afternoon. I would like to ask the author of "Total Mayhem" mod. Can I copy and use the 3 vehicles you created in my mod?
              .Google translate. my english is bad - sorry.

              1 Reply Last reply Reply Quote 0
              • maudlin27M Online
                maudlin27
                last edited by maudlin27

                Unit ID brot3bt doesn't contain the AMPHIBIOUS category, but has a motion type 'RULEUMT_Amphibious' (i.e. to be in line with FA categorisation of units I'd expect it to have the AMPHIBIOUS category)

                M27AI and M28AI developer:
                https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                1 Reply Last reply Reply Quote 0
                • J Offline
                  JuggernautOfWar @Uveso
                  last edited by JuggernautOfWar

                  @uveso said in Total Mayhem 1.37 for all game versions:

                  You try to install the AI-Uveso mod (even if its not working with steam)
                  https://forum.faforever.com/topic/350
                  The mod must be switched on, but don't use the AI.

                  Just so we're clear; we are supposed to play Total Mayhem with AI-Uveso mod installed, but not enabled? As in we play with vanilla AI, but keep the mod installed in the background?

                  1 Reply Last reply Reply Quote 0
                  • Z Offline
                    zhanghm18
                    last edited by

                    Referencing a bug reported earlier in discord regarding the building animation of two aeon units (BROT3BT and BROT3BT2,) :
                    https://discord.com/channels/197033481883222026/1213509460207869953

                    1 Reply Last reply Reply Quote 0
                    • DDDXD Offline
                      DDDX
                      last edited by

                      A question regarding the Avalanche Cybran superexperimental.
                      BRMT3AVA_LOD0 to be exact.
                      I am unable to edit this mesh file. I cannot even import then export it, untouched. Blender v2.80 and v2.82 tried (the second one I regularly use no problem).
                      Does anyone know why? And how to go around it?

                      It's a simple edit for a standalone unit within another mod - mine, not for TMayhem. Basically I need more bones added on strategic places to attach weapons as adds to it + I want to add 2 more turrets to the back of it and animate a tail opening animation when the unit goes low on hp, so that the turrets exit the tail to deploy and start shooting. It's for one of the end boss variants for my survival.

                      Any info is appreciated.

                      SaverS 1 Reply Last reply Reply Quote 0
                      • SaverS Offline
                        Saver @DDDX
                        last edited by

                        @DDDX
                        Hi, I think CDRMV once told me that there's a limit to the number of bones in a model. Maybe that's it. Or the mesh was created using Blender 3.5 or 4.2.

                        auch mal fünf gerade sein lassen

                        1 Reply Last reply Reply Quote 0
                        • DDDXD Offline
                          DDDX
                          last edited by

                          nah, it's Total mayhem, so it's either 2.82, 2.80, or older. If it's even done with Blender at all 😞

                          SaverS 1 Reply Last reply Reply Quote 0
                          • SaverS Offline
                            Saver @DDDX
                            last edited by

                            @DDDX
                            Hi, I've taken a look at the unit, but I can't offer a solution yet, as I'm testing with my new hardware and a new version of Blender. So, this is just a preliminary review. What have I tried? First, I tried importing and exporting one of my units via Blender. That seems to work. With the unit you mentioned, I get the following error from Blender:

                            Python: Traceback (most recent call last):
                            File "C:\Users\Anwender\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\supcom-exporter.py", line 1183, in execute
                            export_scm(self.directory)
                            File "C:\Users\Anwender\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\supcom-exporter.py", line 1080, in export_scm
                            mesh.save(outdir + arm_obj.name + '.scm')
                            File "C:\Users\Anwender\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\supcom-exporter.py", line 470, in save
                            face = struct.pack('3H', self.faces[f][0], self.faces[f][1], self.faces[f][2])
                            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
                            struct.error: ushort format requires 0 <= number <= 65535

                            I haven't looked into this yet, but maybe someone else can help with it. The reference seems to be in the export Python file.

                            auch mal fünf gerade sein lassen

                            1 Reply Last reply Reply Quote 0
                            • DDDXD Offline
                              DDDX
                              last edited by

                              Asked ChatGPT about it:

                              One of the vertex_index_x values is greater than 65535

                              💡 Why this happens:
                              The exporter assumes the mesh has fewer than 65536 vertices (so all vertex indices fit in a 16-bit unsigned integer).

                              1 Reply Last reply Reply Quote 1

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