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    BlackOpsFAF-Unleashed only for FAF v26

    Scheduled Pinned Locked Moved Modding & Tools
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    • XathosX
      Xathos @Jip
      last edited by Xathos

      @jip As implied, the unit is originally from the BlackOps line of mods. Yes, it is the Citadel MK II.

      The unitpack, I'm talking about where I noticed the issue from, is Mixed Combat Pack (MCP): https://github.com/SmalkiGroove/mcp-mod . MCP mixes together popular units, of various untipacks, and bugfixes/rebalances them together for one mod (TotalMayhem is notorious for having more powerful units vs. vanilla). My main interest in the mod is the backbone programming work he did, and notsomuch it being a convenient unitpack in one mod.

      I did check over the BP file of his version of the Citadel, and it's fine. Here's a Winmerge report showing the differences: Citidel differences.7z . The left column is basically Uveso's BO release, and the right column is from MCP. The differences are just unit stats, and sourcing to make the unit work in his mod. And yes, I did follow-up on the Railgun01 files, and didn't see any differences there over Uveso's BO release.

      I also mentioned running my standard mod array testing this (this doesn't include MCP - I only recently discovered it this past week). I ran a sandbox game, and this is where the screenshot came from. All those projectiles are "stuck".

      I will see if any of my other mods are interfering with this, but I'm raising doubts. When I ran MCP, for my LAN session, the only other stuff running was basically QOL stuff. This seems to be something caused by the recent patches. I don't recall seeing this issue, beforehand, with the Citadel.

      1 Reply Last reply Reply Quote 2
      • JipJ
        Jip
        last edited by

        I'm quite confident that this is related to the patch and not mod interference. I'll investigate right away 🙂

        A work of art is never finished, merely abandoned

        XathosX 1 Reply Last reply Reply Quote 0
        • XathosX
          Xathos @Jip
          last edited by

          @jip Considering I know little about the FAF integration level, so, this is appreciated. The sooner a hotfix goes out, the happier I'll be.

          All that I know is that the Railgun01 projectile isn't native to Supcom, and it's borked on units that use it.

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

            @Xathos I have this scenario:

            a85a53ac-cb5e-4051-8cee-4ca793411f09-image.png

            But it doesn't cause any issues. Could you reproduce the issue with 1 unit, fire one, and then show me the content of your game log? Nevermind, it is the AA gun:

            WARNING: Error running OnImpact script in Entity /projectiles/tdfheavyplasmagatlingcannon01/tdfheavyplasmagatlingcannon01_proj.bp at 1bf7ad80: 0 radius specified.
                     stack traceback:
                     	[C]: in function `DamageArea'
                     	...velop\supreme-commander\fa\lua\terranprojectiles.lua(863): in function <...velop\supreme-commander\fa\lua\terranprojectiles.lua:858>
            

            It has to do with this, and therefore it has to do with the patch.

                OnImpact = function(self, targetType, targetEntity)
                    local pos = self:GetPosition()
                    local radius = self.DamageData.DamageRadius
                    local FriendlyFire = self.DamageData.DamageFriendly and radius ~=0
                    
                    DamageArea( self, pos, radius, 1, 'Force', FriendlyFire )
                    DamageArea( self, pos, radius, 1, 'Force', FriendlyFire )
            
                    self.DamageData.DamageAmount = self.DamageData.DamageAmount - 2
                    
                    if targetType ~= 'Shield' and targetType ~= 'Water' and targetType ~= 'Air' and targetType ~= 'UnitAir' and targetType ~= 'Projectile' and targetType ~= 'Unit' then
                        local rotation = RandomFloat(0,2*math.pi)
                        local army = self.Army
                        
                        CreateDecal(pos, rotation, 'scorch_001_albedo', '', 'Albedo', radius, radius, 70, 30, army)
                    end
                    
                    MultiPolyTrailProjectile.OnImpact(self, targetType, targetEntity)
                end,
            

            The issue is that we do not check the radius here - we expect that to be something else than 0. I'm going to discuss with Keyser whether this is something we should fix, or whether it is the mod that should fix it.

            A work of art is never finished, merely abandoned

            1 Reply Last reply Reply Quote 1
            • DDDXD
              DDDX @Uveso
              last edited by

              @uveso so why is v18 still in the Vault, should it not be this one?

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

                @Jip
                this should be fixed inside FAF.

                Adding "DamageRadius = 1," inside modded unit blueprints does not work (still outputs 0 as radius)
                self.DamageData.DamageRadius or 1` is also not working because the DamageData defaults the radius to 0 when its not existend.

                Kind of funny:

                        local FriendlyFire = self.DamageData.DamageFriendly and radius ~=0
                        DamageArea( self, pos, radius, 1, 'Force', FriendlyFire )
                

                FriendlyFire is only true if radius is not 0, and the function crashes when radius is 0. Nice ^^

                @DDDX
                Are you talking about Black Ops ACU v18 or Black Ops Unleashed V19 ?

                JipJ 1 Reply Last reply Reply Quote 1
                • DDDXD
                  DDDX
                  last edited by

                  well...I am looking at the mods listed in FAF when I type in "Blackops", Unleashed has last been updated 12/20/2020 and it says v18.

                  Is there a v19 in the Vault that is not showing there? I mean, I might be wrong here, but I do not see it.

                  When I host, I host v19 though.

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

                    Hmm i see unleashed v19 in the vault !?!

                    DDDXD XathosX 2 Replies Last reply Reply Quote 0
                    • JipJ
                      Jip @Uveso
                      last edited by Jip

                      @uveso What file and line is that?

                      nvm - related to the post before.

                      A work of art is never finished, merely abandoned

                      1 Reply Last reply Reply Quote 0
                      • DDDXD
                        DDDX @Uveso
                        last edited by DDDX

                        @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.

                        XathosX 1 Reply Last reply Reply Quote 0
                        • XathosX
                          Xathos @DDDX
                          last edited by Xathos

                          @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).

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

                            Yes - we're on it 🙂 .

                            A work of art is never finished, merely abandoned

                            1 Reply Last reply Reply Quote 1
                            • XathosX
                              Xathos @Uveso
                              last edited by

                              3724 SEEMS TO HAVE FIXED THE ISSUE.

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

                                That was the idea!

                                A work of art is never finished, merely abandoned

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

                                  @Xathos

                                  i just want to thank you for your feedback and support! 🙂

                                  1 Reply Last reply Reply Quote 0
                                  • L
                                    Levily2
                                    last edited by

                                    @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 😞

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

                                      @Levily2

                                      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 ?

                                      1 Reply Last reply Reply Quote 0
                                      • L
                                        Levily2
                                        last edited by

                                        @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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                                        • I
                                          iamscope
                                          last edited by

                                          Great work guys, love it!

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

                                            @Levily2

                                            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-0e3f7a0c9511aade8883d320fb0ca2d44a6b5bb93c40afd86ead5503d6ba8546

                                            I 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)

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