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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!

    BlackOpsFAF-Unleashed only for FAF v26

    Scheduled Pinned Locked Moved Modding & Tools
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    • RoweyR Offline
      Rowey @Doompants
      last edited by

      @doompants only people with the rights can update mods unless the mod has the a license that allows it to be modified which black ops dose not have

      "The needs of the many outweigh the needs of the few" - Spock

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

        @rowey Oh yeah I wouldn't touch the BlackOps mods themselves but couldn't you have an additional 'patch/balance' mod that also runs just to fix the problem if it's something in the blueprint? Or is that also no bueno?

        I'm asking as someone who has just enough knowledge of how these files work to be dangerous. lol.

        JipJ 1 Reply Last reply Reply Quote 0
        • JipJ Offline
          Jip @Doompants
          last edited by

          @doompants said in BlackOpsFAF-Unleashed only for FAF v24:

          @rowey Oh yeah I wouldn't touch the BlackOps mods themselves but couldn't you have an additional 'patch/balance' mod that also runs just to fix the problem if it's something in the blueprint? Or is that also no bueno?

          That's fine.

          A work of art is never finished, merely abandoned

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          • UvesoU Offline
            Uveso
            last edited by Uveso

            Update 02.Nov.2024 (v25)

            Fixes by Basilisk3:

            • Unit bes0402 (Experimental Dreadnaught) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
            • Unit uaa0310 (Experimental Aircraft Carrier) Add switch and fix animation for Superweapon

            Fixes by Uveso:

            • fixed SorianDefenseBuilders.lua (removed dependency for sorian buildconditions)
            • fixed TransportClass on several units
            • GargEMPWarhead01_proj.bp fix DesiredShooterCap not matching health
            • ArtemisCannon02_proj.bp fix DesiredShooterCap not matching health
            • Unit eeb0402 (Stellar Generator) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
            • Unit uaa0310 (Experimental Aircraft Carrier) Add shield from FAF CZAR
            • Unit bal0206 (Medium Assault Tank) fix collision box
            • Unit bel9010 (Jammer Crystal) fix collision box
            1 Reply Last reply Reply Quote 2
            • DoompantsD Offline
              Doompants
              last edited by

              @Uveso Seems every time I @ you I owe you more and more thanks for your work!

              We've had to have a gentleman's agreement not to build any of the Dreadnoughts for so long, and it was glorious last night being able to bring back the Seraphim dreadnought in a naval map. Welcome back, and thanks again.

              1 Reply Last reply Reply Quote 0
              • UvesoU Offline
                Uveso
                last edited by

                @Doompants
                I'm happy to have done it!
                It's great to hear that you could finally bring back the Seraphim dreadnought on a naval map.
                Have you tried out the new CZAR yet? The superweapon animation is just amazing.
                Thank you for always finding the issues and sharing them with us—it really helps!

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

                  I don't generally play Aeon, but I tried it last Friday and the spoilsports i played with shut me down before I could build one.

                  It's a whole new Friday though. Lets do this.

                  1 Reply Last reply Reply Quote 0
                  • D Offline
                    DJ_Calaco
                    last edited by

                    @Uveso Hi, I would like you to fix a bug in the Citadel MKII. Sometimes, when attacking, it gets too close to enemy units and stays underneath them. However, the Citadel's cannons no longer aim or fire. Additionally, when attacking, I suggest that instead of rotating on just one side, it should rotate from one side to the other, similar to what the Soul Ripper does. This is because when rotating on only one side, one of the side cannons stops firing because the Citadel is too far to the side.

                    Forged Alliance 12_01_2025 07_43_18 p. m..png

                    Forged Alliance 12_01_2025 07_43_57 p. m..png

                    1 Reply Last reply Reply Quote 0
                    • UvesoU Offline
                      Uveso
                      last edited by

                      @DJ_Calaco

                      thanks for reporting this.

                      https://github.com/Uveso/BlackOpsFAF-Unleashed/pull/27

                      (fixed in next version)

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

                        This post is deleted!
                        1 Reply Last reply Reply Quote 0
                        • D Offline
                          DJ_Calaco
                          last edited by

                          @Uveso Could you change the sound of the Citadel MKII when clicked? When selected, it currently sounds like a tank, but it should have the sound of an aircraft.

                          1 Reply Last reply Reply Quote 0
                          • UvesoU Offline
                            Uveso
                            last edited by

                            @DJ_Calaco

                            Wait, really? I never realized that. Thanks for the heads-up, I’ll take a look!

                            1 Reply Last reply Reply Quote 1
                            • UvesoU Offline
                              Uveso
                              last edited by

                              Update 21.Apr.2025 (v26)

                              • Added Annotations (MrRowey)
                              • Speed up functions (MrRowey)
                              • Fixed CreateProjectileAtMuzzle hooks by returning the projectile to parent function
                              • Unit bea0402 (Experimental Aerial Fortress) now has a dummy weapon to attack enemies directly below.
                              • Unit bea0402 (Experimental Aerial Fortress) changed UISelection from tank to air unit
                              1 Reply Last reply Reply Quote 1
                              • B Offline
                                bobbybandit
                                last edited by

                                i cant get unleashed to work the acu mod works and total mayham works but every time i enable the mod and load into a game there arent any new unitsgame_25194537.log

                                1 Reply Last reply Reply Quote 0
                                • UvesoU Offline
                                  Uveso
                                  last edited by

                                  @bobbybandit

                                  The log does not show any unit errors. The mod "BlackOps FAF: Unleashed" v26 (9e8ea941-c306-aaaf-b367-u00000026000) is loaded and should work. (at least there are no errors in log)

                                  please test the Unleashed mod without any other mods enabled.

                                  A thing i saw was "warning: Unknown DirectSound speaker configuration 8. Defaulting to Stereo."
                                  This will crash the game if you don't fix this. (search the forum for soundfix)

                                  1 Reply Last reply Reply Quote 1
                                  • A Offline
                                    Alice_Kounji
                                    last edited by

                                    Have problem with T4 Goliath ii . Why its drone does not return to bot itself ,rather stay on the spot ?

                                    SaverS 1 Reply Last reply Reply Quote 0
                                    • SaverS Offline
                                      Saver @Alice_Kounji
                                      last edited by

                                      @Alice_Kounji

                                      Here is the forum post about the problem.

                                      https://forum.faforever.com/topic/4084/solutions-for-snd-error-xact-invalid-arg-xact3dapply-failed

                                      auch mal fünf gerade sein lassen

                                      A 1 Reply Last reply Reply Quote 0
                                      • A Offline
                                        Alice_Kounji @Saver
                                        last edited by

                                        @Saver not this issue , drones of Goliath ii should autonomously return to their docking station,but they are not working like that, drones simply stay on the spot

                                        1 Reply Last reply Reply Quote 0
                                        • D Offline
                                          DJ_Calaco
                                          last edited by

                                          Hello @Uveso , I would like to report some bugs: the Goliath drones no longer work — they stay on the ground and do not move anymore. The Citadel MKII, when patrolling, no longer attacks ground units. Also, I would like to suggest that when the Citadel is parked, it should react and engage enemies if they enter its attack range. Currently, when it is parked, its cannons will fire if enemies are within range, but the Citadel itself remains static.

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

                                            Hello friends! Wanted to post some of the accumulated bugs and issues we've discovered this fall. Hoping some of them might be quick easy fixes. I'll make this the TL;DR post, and then add examples further down. Currently we are experiencing the following in BlackOps:

                                            1. As DJ_Calaco mentions above, 'heavy attack drones' used by several BlackOps experimentals have stopped working. The Experimental will be built with the drones appearing, but the drones immediately land and do not follow the experimental or activate in any way. Units that are affected are UEF T4 Goliath, Seraphim T4 Hover Tank, and the BlackOps version of the Tempest T4 Battleship.

                                            2. BlackOps version of the Aeon ACU has hitbox problems, with many weapons often 'missing' or passing right through the Aeon ACU when they should be hitting. Most recently I saw this with my unupgraded Cybran ACU at very close range, but it is easily demonstratable vs various PD and especially narrow beam weapons.

                                            3. There is a problem with ACUS being able to build copies of the T2 and T3 factories if the ACU upgrade happened before the factory HQ upgrades did. IE: When the ACU upgrades first, a T2 ACU cannot build a T2 fac even once your T2 HQ completes (though T2 engineers can), and the same holds true for T3. If you do the final T4 upgrade on the ACU, everything starts to work, but this is clearly not intended.

                                            Thank you! Examples will follow.

                                            1 Reply Last reply Reply Quote 0

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