BlackOpsFAF-Unleashed only for FAF v25
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@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).
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Yes - we're on it .
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3724 SEEMS TO HAVE FIXED THE ISSUE.
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That was the idea!
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i just want to thank you for your feedback and support!
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@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
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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
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Great work guys, love it!
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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-0e3f7a0c9511aade8883d320fb0ca2d44a6b5bb93c40afd86ead5503d6ba8546I 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.
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@Uveso Oh sweet, then sorry for the false report!
But yeah, i distinctly remember from back then that there were visuals for lambda?
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it wasn't a false report; compared to 2015, the Lambda has lost 95% effectiveness in some cases.
This was an absolute correct observation.I'll take a look at the gfx later, although I'm not a graphics expert.
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Cool! You're the best
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I know BlackOps hasn't really been touched in a while, but we've noticed that a recent patch broke the Aeon T3 tactical missile launcher (Purifier).
The recent Game Update 3738 makes reference to "(#3946) Fix damage of child projectiles, such as Cybran tactical missiles after they split"
I'm assuming it's a related problem since the Purifiers use child projectiles too.
To Recreate:
Build Aeon Purifier in any game.
Fire purifier at enemy structures.
Purifier will strike and appear to explode, but no damage to structures.Thanks in advance
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@Uveso to what repository can I make a pull request?
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you can use the git hub links from here:
https://forum.faforever.com/topic/364/updated-mods-for-faf-and-vanilla-steam -
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v20 (21.Aug.2022)
- added missing translation tags in tooltip.lua
- added german translation (translation by John kobo)
- Unit bsl0310 (Lambda Equipped Assault Bot) Added StandUpright = true,
- Unit bsb2402 (Seraphim Quantum Rift Archway) Changed General.TechLevel from "RULEUTL_Basic" to "RULEUTL_Experimental"
- Unit bab1302 (Hydrocarbon Power Plant) Changed General.TechLevel from "RULEUTL_Basic" to "RULEUTL_Secret"
- Unit beb4309 (Anti-Teleport Field Tower) Changed General.TechLevel from "RULEUTL_Advanced" to "RULEUTL_Secret"
- Unit bab2404 (Artemis Satelite Control) Changed General.TechLevel from "RULEUTL_Secret" to "RULEUTL_Experimental"
- Unit beb1302 (Hydrocarbon Power Plant) Changed General.TechLevel from "RULEUTL_Basic" to "RULEUTL_Secret"
- Unit brb5205 (Advanced Air Staging Facility) Fixed Display.Abilities.
- Unit bss0401 (Experimental Dreadnought) Changed Damage for weapon (Hu Strategic Missile Defense) from 30 to 30000.
- Unit bra0309 (T3 Air Transport) Added missing transport capacity variable (Class1Capacity = 16,)
- Unit bsa0309 (Tech3 Air Transport) Added missing transport capacity variable (Class1Capacity = 32,)
- Unit bra0409 (Experimental Assault Transport) Added missing transport capacity variable (Class1Capacity = 20,)
- Unit baa0309 (T3 Air Transport) Added missing transport capacity variable (Class1Capacity = 24,)
- Unit bab2308 (Tactical Missile Launcher) fixed no damage on AMissileSerpentineProjectile
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Hey, nice! Some of us still play BlackOps all the time, so thanks for the fixes.
What do the changes to RULEUTL do anyways? Is that just UI stuff, or?
EDIT: NM. I found it in the wiki, thx.
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thanks a lot for your feedback and error report!
I play Black Ops a lot but have never seen that the Aeon T3 Tactical Missile Launcher is doing no damage.
Hopefully i fixed it right