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    BlackOpsFAF-Unleashed only for FAF v26

    Scheduled Pinned Locked Moved Modding & Tools
    143 Posts 26 Posters 29.2k Views
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    • RoweyR
      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
        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
          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

          1 Reply Last reply Reply Quote 0
          • UvesoU
            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
              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
                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
                  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
                    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
                      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
                        Doompants
                        last edited by

                        This post is deleted!
                        1 Reply Last reply Reply Quote 0
                        • D
                          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
                            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 0
                            • UvesoU
                              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
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