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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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    • 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

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      • UvesoU Offline
        Uveso
        last edited by

        @DJ_Calaco

        thanks for reporting this.

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

        (fixed in next version)

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        • DoompantsD Offline
          Doompants
          last edited by

          This post is deleted!
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          • 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.

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            • UvesoU Offline
              Uveso
              last edited by

              @DJ_Calaco

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

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              • 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
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                • 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

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                  • 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)

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                    • 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 fΓΌnf 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

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                          • D Offline
                            DJ_Calaco
                            last edited by

                            Hello @Uveso , I would like to report some bugs: the Goliath drones no longer work β€” 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.

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                            • 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.

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                              • DoompantsD Offline
                                Doompants
                                last edited by

                                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.

                                image.png

                                image.png

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                                • DoompantsD Offline
                                  Doompants
                                  last edited by

                                  BlackOps Aeon ACU hitbox:

                                  Various weapons seem to have issues hitting the BlackOps Aeon ACU. I do not have an exhaustive list, but the most notable ones are focussed beam weapons and some ACU basic guns.

                                  To recreate:

                                  I used three T3 Aria PD and walked an Aeon ACU into range. As I walk the ACU around, some Aria beams will hit and do damage, but often the beams pass right through and do not inflict damage. With minimal positioning, it is often possible to find a place where the ACU can stand absolutely still and some of the beams will not hit. This is not limited to the T3 Aria PD, but it is one of the easiest to reproduce and see the effect. This weekend I was playing a game where My Cybran ACU was in a close firefight with my Aeon opponent and many of my shots passed through him at very close range, which was not because of juking.

                                  image.png

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                                  • DoompantsD Offline
                                    Doompants
                                    last edited by

                                    BlackOps ACUs upgraded before Factories results in not being able to build upgraded factories with ACU.

                                    Correct behavior: If the Factory HQ is upgraded first, the ACU will properly be able to build T2 and T3 factories when it reaches T2 and T3 respectively.

                                    Problem behavior: Only if ACU is upgraded first then:

                                    • when the factory HQ reaches t2, ACU cannot build T2 factory.
                                    • when factory reaches T3, a T3 ACU cannot build T3 factory.
                                    • if ACU is then upgraded to T4 upgrade, both T2 and T3 factories become available.

                                    Note that in all cases, T2(T3) engineers and SACUS are not affected and can build the T2 and T3 factories as soon as the first HQ is completed. Only the ACUs are bugging.

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                                    • DoompantsD Offline
                                      Doompants
                                      last edited by

                                      New problem detected last night: Aeon Tempest (BlackOps version) won't wreck when killed. It just becomes an unmovable, unfiring, untargettable unit, and doesn't play the sinking animation, and cannot be reclaimed.

                                      This is in addition to the above-mentioned problem with the drones that it normally builds with.

                                      @Jip @Uveso I know there's been a lot going on but this is a great mod with great units. If any of these bugs might be easy fixes, or if you can see how a game patch might have broken things along the way, we would love even a partial fix! Thank you!

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                                      • S Offline
                                        Szasz
                                        last edited by Szasz

                                        Hi all,
                                        If the issues could be solved in this mod pack then it would be the best around overall.
                                        Some I was able to solve, some are still causing trouble:
                                        Broken Tempest, redundant air staging platforms - removing these entirely from the mod is as easy as it gets βœ”
                                        Incorrect naming for T3 Air Transports - deleting "T3" or "Tech3" respectively from their descriptions corrects this βœ”
                                        False stats shown on the UI for ED5 Shield Generator at the build menu - fixed an entry to no avail, must've missed something still πŸ€·β€β™‚οΈ
                                        Excessive amount of stretched mass point icons or hydrocarbon icons make up the skidmarks of the Fatboy and the Viper - I have no idea what's causing this 😱
                                        Any advice?
                                        skidmark_bug.png

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

                                          @Szasz And everyone else;

                                          I've made some big breakthrough fixing some of the bug's my crew is aware of and I'm going to expand my original TP balance patch to include these fixes. It's mostly for my play group because we always use BlackOps, but of course I'll share it for everyone when it's done, and you'll be able to see it in a search for BlackOpsFAF like the mods themselves.

                                          Szasz I ping you specifically because I haven't seen some of the bugs you mention.

                                          • I have the Tempest Drones not following fixed. What is wrong with the air staging?
                                          • Which false stats are showing for ED5?
                                          • I have never seen the graphical glitch you're getting with the fatboy. Do you have any more info about how this is BlackOps related or whether map related?

                                          Currently I have solutions for:

                                          • Aeon ACU hitbox issue

                                          • Sera ACU TML bug

                                          • Sera ACU Overcharge Boost upgrades not working

                                          • Fix for Multiple Experimentals with drones not following.

                                          • And some balancing around BlackOps teleport nerf and the ridiculously OP Aeon ACU, and a buff for poor weak, short range cybran ACU. Make Mazers feared again!

                                          S 1 Reply Last reply Reply Quote 0
                                          • N Offline
                                            Nomander Balance Team
                                            last edited by

                                            The bug with the tread textures is because FAF upscaled the hydrocarbon/mass deposit textures which turned out to cause a bug in how the engine handles textures late-game when there's lots of them. It's not the mod's fault.

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