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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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    • 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!

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          • 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.

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            • maudlin27M Offline
              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)

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              • 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?

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                • 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

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                  • 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

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                      • 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

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                          • 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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