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    BlackOpsFAF-Unleashed only for FAF v26

    Scheduled Pinned Locked Moved Modding & Tools
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    • DoompantsD Offline
      Doompants
      last edited by

      Hey @Uveso .. Got another one. 😄 Something has recently broken BlackOps teleporting units. Most notably the T3 Aeon transports and the T3 Harassment bots. (ACU and SACU teleport still works).

      Not sure if this was the recent FAF UI changes because the teleport button is there, but pressing it for these units now does nothing. The T3 Transport has a 5000 energy cost requirement. If that is not met the 'insufficient energy' error message appears, but if it IS met, the transport does nothing and defaults to finding a spot to land.

      Replay doesn't really show anything, but I can make one if you want. Easy to replicate if you just cheat in a couple of each unit. Thx Sir!

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      • JipJ Offline
        Jip
        last edited by Jip

        We added some conditions to teleportation to prevent glitches:

        • https://github.com/FAForever/fa/pull/4262

        Those likely broke* the mod.

        A work of art is never finished, merely abandoned

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        • DoompantsD Offline
          Doompants
          last edited by Doompants

          Hey @Uveso . Hate me yet? lol

          I don't know if this is under BlackOps or BlackOps ACU... But years ago there was a problem with Cybran ACU that the maser wouldn't function properly if the ACU got in a transport. That has since been fixed in Vanilla FAF (tested to make sure it wasn't reintroduced)

          With BlackOps, that bug is still present. If the Cybran ACU teleports, it works fine. If they enter a transport, then when they land, it fires erratically, often not firing at all for long periods of time.

          Let me know if I can provide a replay, but it's pretty easy to recreate also.

          [edit] made a quick cheating replay with ping notations:
          https://replay.faforever.com/19035328

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

            @doompants

            why should i hate my best reporter for bugs??? 😉

            As always thanks for your report, and i will write this down to my ToDo list.
            Since this has been fixed in the FAF game, it should be easy to fix in Black Ops as well.

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            • DoompantsD Offline
              Doompants @Uveso
              last edited by

              @uveso

              Well while you're penciling that 'to do' list.. 😉

              If FAF is nerfing experimental crash damage in an upcoming patch, am I right in predicting any flying experimentals that BlackOps doesn't touch (ie Soulripper, Ahwassa) will get the nerf, but ones that are modified (ie Czar) and BlackOps units (like the UEF Flying Fortress) will stay with high damage because of how mod blueprints overwrite?

              If it helps to have a list, here's the ones I would think need to be updated when those values get patched:

              Czar (maybe: I don't know if crash damage is in the modded BlackOps Czar blueprint)
              Artemis Satellite (Aeon)
              Citadel (UEF)
              Gargantuan (Cybran)

              👍

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              • UvesoU Offline
                Uveso
                last edited by Uveso

                Well, I calculate air crash damage using a fixed formula for all units in mods.

                Let's see how random these FAF changes are or if they use some mathematical calculation for all units.

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

                  They are blueprint changes to individual units.

                  A work of art is never finished, merely abandoned

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                  • DoompantsD Offline
                    Doompants @Uveso
                    last edited by

                    @uveso

                    Did some testing to see what crash values are coming up with BlackOps (plus ACUs and EXunits) all turned on. TL;DR even some units I thought would pick up the patched values are not doing so. Only the Soulripper is doing the patched value.

                    Soulripper - 5000 dmg (correct)
                    Ahwassa - 8000 dmg (should be 7000)
                    Czar - Doing over 16000 dmg!! (should be 7000)

                    BlackOps units:
                    Citadel (UEF) - Doing 10,880 (Should probably be 7000)
                    Gargantuan (Cybran) 8000 Dmg. (Should probably be 7000)
                    Artemis Satellite (Aeon) - ~8000 +- 1000 (Should probably be 7000)

                    Sorry..I'm a newb, so I'm poking through blueprints and stuff in the hook folders, but I'm not seeing anywhere where those dmg numbers are listed.

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                    • UvesoU Offline
                      Uveso
                      last edited by

                      @Doompants

                      i don't see where black ops is changing the aircrash damage of Ahwassa or Czar.

                      the citadel has 10880 damage based on the mass spent for building the unit. (48960 / 4.5 = 10880)
                      my formula for the calculation is:

                      Damage = math.round(uBP.Economy.BuildCostMass / 4.5)
                      DamageRadius = uBP.SelectionSizeX + uBP.SelectionSizeZ) / 2
                      

                      Of course I can also use your numbers.
                      (do you mind to share you formula for me so i can calculate all units with it ?)

                      DoompantsD 2 Replies Last reply Reply Quote 0
                      • DoompantsD Offline
                        Doompants @Uveso
                        last edited by

                        @uveso

                        So my SUPER scientific method was to spawn a series of T3 Land HQ (16000 HP) and use ctrl-k to drop things on them. Lol.

                        I don't know what has changed the Ahwassa either, but it very reliably reduced a 16000 hp factory to 8000 hp. Likewise, a 10000hp SACU portal would be left with 2000hp. I don't know much about blueprints, but I couldn't find anything from poking around in the hooks either, which is where I thought it would be, right? And I don't use any other Sim Mods that would touch any units, let alone the Ahwassa, so I don't know why it's doing 8000 instead of 7000.

                        Czar is the real concern though. It was killing a 16000hp Factory dead, so it's doing more than twice the 7000 damage it's supposed to be doing. I couldn't find air crash damage for it either tho.

                        As for what numbers to update the other BlackOps Units to -- If the balance team sees fit to reduce the Ahwassa and Czar to 7000 damage, I just figured using 7000 as the maximum for other large flying experimentals like the Citadel and the Gargantuan made sense. I don't have a fancy formula, except to bring them in line with the others.

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                        • DoompantsD Offline
                          Doompants @Uveso
                          last edited by

                          @uveso

                          Ok, hold on... I'm testing a vanilla game and the Ahwassa is doing 8000 damage, not 7000, so maybe this isn't a BlackOps issue.

                          @Jip ? Is it possible there's an error in the patch notes, or the damage the Ahwassa got changed to?

                          1f238bf0-5131-4e9f-9ac5-3f9adeeb9e8b-image.png

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                          • RoweyR Offline
                            Rowey
                            last edited by Rowey

                            @Doompants all air experiments crash damage was nerfed in the latest balance patch. Of Thier is a typo in patch notes le me known and I'll check them tomorrow

                            "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

                              Thx, yes I know about the crash damage nerf. That's what we're trying to troubleshoot for the BlackOps mod.

                              But patch notes say the Ahwassa is supposed to do 7000 damage, and as you can see from my screenshot it's been doing 8000 hitting that factory (also tested with Quantum portals). Maybe I'm missing something else about crash damage, but this is happening both with BlackOps on, and with Vanilla (BlackOps off).

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                              • RoweyR Offline
                                Rowey
                                last edited by Rowey

                                https://github.com/FAForever/fa/blob/develop/units/XSA0402/XSA0402_unit.bp#L623

                                The crash DMG is 7000

                                I'll change notes accordingly

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

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                                • JipJ Offline
                                  Jip
                                  last edited by Jip

                                  @Rowey / @Doompants

                                  Your observations are correct, the Ahwassa can do more than 7000 damage crash damage.

                                      OnKilled = function(self, instigator, type, overkillRatio)
                                          self.detector = CreateCollisionDetector(self)
                                          self.Trash:Add(self.detector)
                                          self.detector:WatchBone('Nose_Extent')
                                          self.detector:WatchBone('Right_Wing_Extent')
                                          self.detector:WatchBone('Left_Wing_Extent')
                                          self.detector:WatchBone('Tail_Extent')
                                          self.detector:EnableTerrainCheck(true)
                                          self.detector:Enable()
                                          
                                          SAirUnit.OnKilled(self, instigator, type, overkillRatio)
                                      end,
                                  
                                      OnAnimTerrainCollision = function(self, bone,x,y,z)
                                          DamageArea(self, {x,y,z}, 5, 1000, 'Default', true, false)  --- <-- additional damage
                                          explosion.CreateDefaultHitExplosionAtBone( self, bone, 5.0 )
                                          explosion.CreateDebrisProjectiles(self, explosion.GetAverageBoundingXYZRadius(self), {self:GetUnitSizes()})
                                      end,
                                  

                                  When killed it adds various terrain detection detectors to various bones (points) of the unit. When those intersect with the terrain they create a flash and do an additional 1000 damage.

                                  A work of art is never finished, merely abandoned

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                                  • JipJ Offline
                                    Jip
                                    last edited by

                                    @Rowey it is likely better to phrase it as the minimum crash damage that is reduced, as the real crash damage depends on how the air unit ends up colliding with the terrain.

                                    A work of art is never finished, merely abandoned

                                    RoweyR 1 Reply Last reply Reply Quote 0
                                    • RoweyR Offline
                                      Rowey @Jip
                                      last edited by

                                      @jip may want to let the balance team aware of this too

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

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                                      • JipJ Offline
                                        Jip
                                        last edited by

                                        I've made them aware of it with the CZAR. But for completeness:

                                        @Tagada / @TheWheelie : the crash damage reductions reduce the minimum amount of damage an air experimental can deal. Due to terrain intersection detectors an additional 1K to 2K damage can be dealt. Therefore your changelog is not accurate: the minimum crash damage is reduced, but not the actual crash damage.

                                        A work of art is never finished, merely abandoned

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                                        • T Offline
                                          Tagada Balance Team
                                          last edited by

                                          Isn't the actual crash damage reduced as well? It's just that the value in the BP is the minimal rather than possible crash damage for some units.

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                                          • JipJ Offline
                                            Jip
                                            last edited by

                                            The total sum is reduced, yes - but these are separate instances of damage

                                            A work of art is never finished, merely abandoned

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