FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    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!

    BlackOpsFAF-ACUs only for FAF v20

    Scheduled Pinned Locked Moved Modding & Tools
    25 Posts 6 Posters 2.7k Views 1 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • S Offline
      Szasz
      last edited by

      @doompants I'm curious why don't you use FAF teleport. It's an interactive no-nonsense system that's easy to read and feels well balanced to me. Both with BlackOps or with your balance changes I cannot even tell how much more energy would be needed exactly to port.

      1 Reply Last reply Reply Quote 0
      • DoompantsD Offline
        Doompants
        last edited by

        Not sure what you mean by 'why I don't use FAF tp'.. If you're asking about my balance changes to BlackOps ACUs, I wrote that part years ago by just changing numbers. It predated the changes to FAF teleport and I just kept it in. BlackOps ACUs has the teleport built into the ACU unit blueprints I believe. Could be worth looking into, but again, I have to remind people I am not a coder, I'm mostly just hacking in fixes, so it takes a bunch of my time to go in and try to figure out how this stuff works. If I need to understand how base FAF teleporting works, and how BlackOps ACU teleports works differently in comparison, that might be more than I have time to sit down and figure out.

        The fixes I did get done happened because my playgroup love this mod and i literally had 2 weeks off to charge up my ADHD hyperfixation super-powers and bodge my way though it. 🙂

        1 Reply Last reply Reply Quote 1
        • DoompantsD Offline
          Doompants
          last edited by

          It's honestly the same reason why the Sera ACU 'fix' to the Overcharge upgrade (and really all Blackops ACUS in general) still uses the old 15k max damage overcharge system, is because BlackOps ACU blueprints were modeled off the old vanilla ACUs but with all their additions added. When you load BlackOps ACUs to get the expanded weapons and upgrades you also get the old Overcharge code and the old teleport code.

          1 Reply Last reply Reply Quote 1
          • P Offline
            Punzler
            last edited by Punzler

            I noticed that the collision behavior of the modded ACUs in this mod is different than vanilla. In vanilla the ACUs can push other units, like T1 eng, around, but the modded ACUs cant. Even funnier, a T1 eng. can push the modded ACUs around, so the collision behavior is swapped in some kind of way. Does anyone have an idea what could be causing it?

            1 Reply Last reply Reply Quote 0
            • P Offline
              Punzler
              last edited by

              Lol, I just found it: All modded ACUs are missing the AverageDensity parameter.

              1 Reply Last reply Reply Quote 1

              Hello! It looks like you're interested in this conversation, but you don't have an account yet.

              Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

              With your input, this post could be even better 💗

              Register Login
              • First post
                Last post