<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Hava a question...need help]]></title><description><![CDATA[<p dir="auto">Let me start by saying that I don't understand modding at all and I'm certainly not a programmer.<br />
However, I'd really like to have the following features available as a separate mod or integrated into mine:</p>
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<p dir="auto">A unit and/or building that repairs allied troops (provides regeneration similar to the Seraphim Commander upgrade).</p>
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<p dir="auto">For certain units, such as experimental ones, to receive increased damage based on their veterancy.</p>
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<p dir="auto">A quick Google search yielded no results. I turned to a neural network. The bottom line of our "conversation" is this: as I understand it, it's impossible to simply "attach" a commander's regeneration aura to a unit—it's an upgrade, and upgrades don't work on units, only commanders and, possibly, SACUs. Therefore, this must be a separate script, which is then attached to the unit in a different file.<br />
The neural network even wrote me some code, which, unfortunately, doesn't work at all, and that's sad. That's why I'm asking for help, because I have no idea whether it's possible to do this, how, or whether it will work adequately or not.</p>
]]></description><link>https://forum.faforever.com/topic/10015/hava-a-question...need-help</link><generator>RSS for Node</generator><lastBuildDate>Fri, 05 Jun 2026 03:29:01 GMT</lastBuildDate><atom:link href="https://forum.faforever.com/topic/10015.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 28 Mar 2026 14:03:51 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Hava a question...need help on Mon, 30 Mar 2026 09:03:32 GMT]]></title><description><![CDATA[<p dir="auto">Thanks for answeers.<br />
I simply made a script (essentially copied it) similar to the T2 Seraphim station, attached it to both the hive and the unit, and it wouldn't even run. I figured that since the unit already had the script and it was stored elsewhere/in the mod/, my mod couldn't call it correctly.</p>
<p dir="auto">So you understand, I have a Merge mod file only</p>
]]></description><link>https://forum.faforever.com/post/72464</link><guid isPermaLink="true">https://forum.faforever.com/post/72464</guid><dc:creator><![CDATA[cychwa_klaymberg]]></dc:creator><pubDate>Mon, 30 Mar 2026 09:03:32 GMT</pubDate></item><item><title><![CDATA[Reply to Hava a question...need help on Mon, 30 Mar 2026 08:26:53 GMT]]></title><description><![CDATA[<p dir="auto">You don't need a new unit, you can hook the script of an existing unit to modify it. I did so in my SACU rebalance mod for example.</p>
]]></description><link>https://forum.faforever.com/post/72463</link><guid isPermaLink="true">https://forum.faforever.com/post/72463</guid><dc:creator><![CDATA[Nomander]]></dc:creator><pubDate>Mon, 30 Mar 2026 08:26:53 GMT</pubDate></item><item><title><![CDATA[Reply to Hava a question...need help on Sun, 29 Mar 2026 13:13:07 GMT]]></title><description><![CDATA[<p dir="auto">Am I correct in understanding that I need to create a new unit with this script? Can't I apply the script to an existing one, like Hive?</p>
]]></description><link>https://forum.faforever.com/post/72454</link><guid isPermaLink="true">https://forum.faforever.com/post/72454</guid><dc:creator><![CDATA[cychwa_klaymberg]]></dc:creator><pubDate>Sun, 29 Mar 2026 13:13:07 GMT</pubDate></item><item><title><![CDATA[Reply to Hava a question...need help on Sun, 29 Mar 2026 01:49:32 GMT]]></title><description><![CDATA[<ol>
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<p dir="auto">For the regen aura unit, you can look at examples from blackops' Seraphim T2 regen field. Survival Mayhem&amp;BO Balance also changes that regen field to a T3 version with stronger stats if you're interested. To actually implement it without examples, you basically move code from the function <code>ProcessEnhancementRegenAura</code> of the Seraphim ACU into the <code>OnStopBeingBuilt</code> function of your new unit.</p>
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<p dir="auto">Hook <a href="https://github.com/FAForever/fa/blob/544b5a330900b0843616f5cdd0f7a36b0a7a4efe/lua/defaultcomponents.lua#L731" rel="nofollow ugc"><code>AddVetLevel</code></a> in your unit's script and either write a Damage buff blueprint (<a href="https://github.com/FAForever/fa/blob/a5dc11881c1c141e391aab801e708b48cb6892e4/lua/sim/Buff.lua#L331" rel="nofollow ugc">the buff applies to all weapons</a>) or write your own code that increases the damage of the weapons you want however you want.</p>
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]]></description><link>https://forum.faforever.com/post/72448</link><guid isPermaLink="true">https://forum.faforever.com/post/72448</guid><dc:creator><![CDATA[Nomander]]></dc:creator><pubDate>Sun, 29 Mar 2026 01:49:32 GMT</pubDate></item></channel></rss>