BlackOpsFAF-Unleashed only for FAF v24

@jip Considering I know little about the FAF integration level, so, this is appreciated. The sooner a hotfix goes out, the happier I'll be.

All that I know is that the Railgun01 projectile isn't native to Supcom, and it's borked on units that use it.

@Xathos I have this scenario:

a85a53ac-cb5e-4051-8cee-4ca793411f09-image.png

But it doesn't cause any issues. Could you reproduce the issue with 1 unit, fire one, and then show me the content of your game log? Nevermind, it is the AA gun:

WARNING: Error running OnImpact script in Entity /projectiles/tdfheavyplasmagatlingcannon01/tdfheavyplasmagatlingcannon01_proj.bp at 1bf7ad80: 0 radius specified.
         stack traceback:
         	[C]: in function `DamageArea'
         	...velop\supreme-commander\fa\lua\terranprojectiles.lua(863): in function <...velop\supreme-commander\fa\lua\terranprojectiles.lua:858>

It has to do with this, and therefore it has to do with the patch.

    OnImpact = function(self, targetType, targetEntity)
        local pos = self:GetPosition()
        local radius = self.DamageData.DamageRadius
        local FriendlyFire = self.DamageData.DamageFriendly and radius ~=0
        
        DamageArea( self, pos, radius, 1, 'Force', FriendlyFire )
        DamageArea( self, pos, radius, 1, 'Force', FriendlyFire )

        self.DamageData.DamageAmount = self.DamageData.DamageAmount - 2
        
        if targetType ~= 'Shield' and targetType ~= 'Water' and targetType ~= 'Air' and targetType ~= 'UnitAir' and targetType ~= 'Projectile' and targetType ~= 'Unit' then
            local rotation = RandomFloat(0,2*math.pi)
            local army = self.Army
            
            CreateDecal(pos, rotation, 'scorch_001_albedo', '', 'Albedo', radius, radius, 70, 30, army)
        end
        
        MultiPolyTrailProjectile.OnImpact(self, targetType, targetEntity)
    end,

The issue is that we do not check the radius here - we expect that to be something else than 0. I'm going to discuss with Keyser whether this is something we should fix, or whether it is the mod that should fix it.

A work of art is never finished, merely abandoned

@uveso so why is v18 still in the Vault, should it not be this one?

@Jip
this should be fixed inside FAF.

Adding "DamageRadius = 1," inside modded unit blueprints does not work (still outputs 0 as radius)
self.DamageData.DamageRadius or 1` is also not working because the DamageData defaults the radius to 0 when its not existend.

Kind of funny:

        local FriendlyFire = self.DamageData.DamageFriendly and radius ~=0
        DamageArea( self, pos, radius, 1, 'Force', FriendlyFire )

FriendlyFire is only true if radius is not 0, and the function crashes when radius is 0. Nice ^^

@DDDX
Are you talking about Black Ops ACU v18 or Black Ops Unleashed V19 ?

well...I am looking at the mods listed in FAF when I type in "Blackops", Unleashed has last been updated 12/20/2020 and it says v18.

Is there a v19 in the Vault that is not showing there? I mean, I might be wrong here, but I do not see it.

When I host, I host v19 though.

Hmm i see unleashed v19 in the vault !?!

@uveso What file and line is that?

nvm - related to the post before.

A work of art is never finished, merely abandoned

@uveso nvm, if this (v18) were an issue it would have manifested long ago.

I can report the same projectile error with the Juggernaut battlestation unit BEL0307.

@dddx said in BlackOpsFAF-Unleashed only for FAF v19:

@uveso nvm, if this (v18) were an issue it would have manifested long ago.

I can report the same projectile error with the Juggernaut battlestation unit BEL0307.

Anything that uses the "Railgun01" projectile is affected. I found like 5 units that use it (they're all UEF units).

Yes - we're on it 🙂 .

A work of art is never finished, merely abandoned

3724 SEEMS TO HAVE FIXED THE ISSUE.

That was the idea!

A work of art is never finished, merely abandoned

@Xathos

i just want to thank you for your feedback and support! 🙂

@Uveso Is this mod still up to date on the FAF client? I can't see a version number on there,

And Lambda seems to be broken 😞

@Levily2

yes the Black Ops FAF version is the latest one.

When you say Lambda is broken, what unit do you mean ?
Is the lambda in the Black Ops ACU mod working ?

@Uveso After some quick testing, it does seem to work? Sort of, an experimental lambda PD couldn't block a tech 1 Tank Hunter Mobile PD from UEF.

And even the ACU or lambda bots don't do it consistently,

the Lambda blocking only 1 shot out of 10 or so, and the ACU every third shot?

But most importantly, it doesn't have any visuals, for none of them.

I quickly tried to check in code what could be wrong, and in for example BSB0001_Script.lu, on line 8 it imports seraphimunits.lua, but that file didn't exist in my install

Great work guys, love it!

@Levily2

well, i found the issue. Had to go back to october 2016.

The Lambda defence was changed by icedreamer in 2016.
First the Lambda was defending 100% of all projectiles.
After the patch it only deflect 5-30% of the projectiles depending on the unit.

This was the patch:
https://github.com/aeoncleanse/Mods/commit/a13d536ecddbd24a697ee9d7732f634b69e9892f#diff-0e3f7a0c9511aade8883d320fb0ca2d44a6b5bb93c40afd86ead5503d6ba8546

I checked the code for more errors, but the code itself is running as designed.
So there is no error, it was a balance decision to reduce the reflect rate of the Lambda field.

[edit]
The file seraphimunits.lua can be found in:
\Mods\BlackOpsFAF-ACUs\hook\lua\seraphimunits.lua
and in the original game files in :
SupCom\gamedata\lua\seraphimunits.lua
(its packed inside the lua.scd file, rename the .SCD to .ZIP and you can unpack the archive)

I use the Lambda field in my mod for my survival, and I can confirm that it does stop projectiles - albeit irregularly. Which would be consistent with a 5-30% chance to trigger.
So that part works as it should i guess.

No visuals though.

@Uveso Oh sweet, then sorry for the false report!

But yeah, i distinctly remember from back then that there were visuals for lambda?