BlackOpsFAF-Unleashed only for FAF v26
-
@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.
-
@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.
-
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
-
@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.
-
@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! -
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.
-
@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.


-
thanks for reporting this.
https://github.com/Uveso/BlackOpsFAF-Unleashed/pull/27
(fixed in next version)
-
This post is deleted! -
@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.
-
Wait, really? I never realized that. Thanks for the heads-up, I’ll take a look!
-
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
-
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
-
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) -
Have problem with T4 Goliath ii . Why its drone does not return to bot itself ,rather stay on the spot ?
-
Here is the forum post about the problem.
https://forum.faforever.com/topic/4084/solutions-for-snd-error-xact-invalid-arg-xact3dapply-failed
-
@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
-
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.
-
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:
-
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.
-
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.
-
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.
-
-
Heavy Attack Drones:
To recreate, simply build any one of these units:
BSL 0401 - Seraphim T4 Hover Tank
BEL 0402 - UEF T4 Assault Bot (Goliath)
UAS 0401 - T4 Battleship (Tempest)The units when completed will have various numbers of "Heavy Defense Drones". These units used to autonomously defend the Experimental and add to their attack capabilities, but they now immediately land when the experimental is built and they will not interact with anything, nor will they follow the experimental.


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