@foxy_pj Me confused... Edit NM, just saw the PM.
Your welcome.
@foxy_pj Me confused... Edit NM, just saw the PM.
Your welcome.
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs
@resin_smoker No worries Resin. I was gunna say that stealth and cloak for all but omni is good. If you have a look at the BrewLAN Mod, he has T1/T2/T3 mines that can go on land and submerse in water; and they are cloaked and stealthed to all but omni as well. If you see what he's done, It should help so you can adapt your mines the same so you see them as cloaked in FAF.
@blackrobe I just used the standard in game cloak / stealth, as It's simple and works. Though I'll give the Mod you've suggested a deep look.
One thing to consider... The way that intel is setup "Structures" once seen, can not be un-seen, even after Intel is removed. Thus, I've setup the mines as either Land or Naval units, which allows them to once again be un-seen once the Omni source has been removed. (They just can't move) This should make them a bit more viable / functional in longer games as a result.
Side note: I really hate that Intel perma-detects structures in this way, and would advise the FAF Dev's to address this issue. Far as I'm concerned, Intel is too powerful, too cheap, and has too great of an area of effect (especially on smaller maps).
-Resin
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs
Just took a look at the BrewLan mines, specifically unit SEB2220. Looks like he's also using the standard intel system for stealth, along with the "Suicide" weapon trigger event.
--Snippet from the units blueprint
Intel = {
Cloak = true,
RadarStealth = true,
SonarStealth = true,
VisionRadius = 0,
OmniRadius = 1,
},
SEB2220 = Class(MineStructureUnit) {
Weapons = {
Suicide = Class(MineStructureUnit.Weapons.Suicide) {
FxDeathLand = EffectTemplate.TSmallYieldNuclearBombHit01,
},
},
}
TypeClass = SEB2220
Only significant change here is that the mines are using there own Omni Intel rather than other types. Thus the mines can see thru stealthed units. But notice that the mines are all labeled as Structures. This means once they've been discovered via Omni that they will always remain so, even after Omni has been removed.
In comparison from 4DFAF unit UEB2102 (yes the identifier shows it as a structure but its not. This is deliberate)
--Snippet from the unit blueprint
Intel = {
Cloak = true,
RadarStealth = true,
VisionRadius = 2,
},
-----------------------------------------------------------------------------
-- File : /units/ueb2102/ueb2102_script.lua
--
-- Author(s): EbolaSoup, Resin Smoker, Optimus Prime, Vissroid, Domino
--
-- Summary : UEF Basic Land Mine Script
--
-- Copyright © 2024 4DFAF, All rights reserved.
-----------------------------------------------------------------------------
local bombWeap = import('/lua/sim/DefaultWeapons.lua').KamikazeWeapon
local emtBpPath = ('/effects/emitters/')
local TLandUnit = import('/lua/terranunits.lua').TLandUnit
local util = import('/lua/utilities.lua')
--Mine custom FX Tables
local mineFX = {
emtBpPath .. 'destruction_explosion_concussion_ring_01_emit.bp',
emtBpPath .. 'tti_dirt02_large01_01_emit.bp',
emtBpPath .. 'tti_dirt02_large01_02_emit.bp',
}
ueb2102 = Class(TLandUnit) {
Weapons = {
Suicide = Class(bombWeap) {
OnFire = function(self)
--Check to see if mine has already fired once
if not self.unit.Detonated then
--Set flag true
self.unit.Detonated = true
--Trigger FX
self.unit:DetonateFX()
--Callback to KamikazeWeapon to perform damage
bombWeap.OnFire(self)
end
end,
},
},
OnCreate = function(self,builder,layer)
TLandUnit.OnCreate(self)
--Set hitbox
self:SetCollisionShape('Sphere', 0, 0, 0, 0.5)
--Make the mine uncapturable
self:SetCapturable(false)
--Enable stealth
self:EnableIntel('Cloak')
self:EnableIntel('RadarStealth')
--Set flag to prevent multiple firings
self.Detonated = false
end,
OnDamage = function(self, instigator, amount, vector, damagetype)
--Trigger mine detonation if the mine is damaged
if self and not self:IsDead() and not self.Detonated then
self:GetWeaponByLabel('Suicide'):FireWeapon()
end
--Null the damage amount so the unit attacking the mine doesnt earn a kill counter, as it just triggered the detonation instead
amount = 0
TLandUnit.OnDamage(self, instigator, amount, vector, damagetype)
end,
DetonateFX = function(self)
--Sound FX
self:PlayUnitSound('Detonate')
--Do local calls
local army = self:GetArmy()
local pos = self:GetPosition()
local bp = self:GetBlueprint()
local ran = util.GetRandomFloat(0.75, 1.0)
local myWeapon = self:GetWeaponByLabel('Suicide')
--Disable the weapon to prevent them triggering more than once
self:SetWeaponEnabledByLabel('Suicide', false)
--Make FX and decals
for k, v in mineFX do
local mineEmitter01 = CreateEmitterAtBone(self,-2,army,v):ScaleEmitter(0.5)
self.Trash:Add(mineEmitter01)
end
CreateDecal( pos, util.GetRandomFloat(0,2*math.pi), 'nuke_scorch_001_normals', '', 'Alpha Normals', 1 + ran, 1 + ran, 150, 60, army )
CreateDecal( pos, util.GetRandomFloat(0,2*math.pi), 'nuke_scorch_002_albedo', '', 'Albedo', 2 + ran, 2 + ran, 150, 60, army )
--Shake camera
self:ShakeCamera(myWeapon:GetBlueprint().DamageRadius, 0.5, 0.25, 1)
end,
}
TypeClass = ueb2102
Biggest difference here is that the 4DC mines have more destruction effects, impact shake and leave craters.
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs
Uploaded V2 with bug corrections.
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs
Very cool that you are bringing the 4th dimension to FAF!
I knew the mod existed, had seen some cool videos in the past, but it didn't work with the current versions of FAF.
As FAF has so many improvements over the original, I haven't used the mod before.
Looking forward to change that soon, many thanks for the past and present effort!
@j_w_w V6 is available now.
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs
Some minor bugs:
Seraphim:
Aeon:
Cybran:
UEF:
@blackrobe Will give it a look, but I also need to know if your using any other mods.
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs
Just tested the shield drone and its fine.... maybe your running into one of the unit restrictions is has?
Verification = function(self)
--Check to see if a shield is already active.
if self.GUnit and not self.GUnit.MyShield then
local gUnitBP = self.GUnit:GetBlueprint()
local gUnitCats = gUnitBP.Categories
--Check to see if the gUnit has a Cloak, BuildRate or Economy, if so return false
if gUnitBP.Intel.Cloak then
if myDebug then WARN('Shield Drone Verification, reason: Cloak', gUnitBP.Intel.Cloak) end
self.FailReason = 'UNIT CAN CLOAK'
return false
elseif gUnitBP.Defense.Shield.ShieldMaxHealth > 0 then
if myDebug then WARN('Shield Drone Verification, reason: Shield in already in blue print', gUnitBP.Defense.Shield) end
self.FailReason = 'UNIT CAN SHIELD FROM BLUEPRINT'
return false
elseif gUnitBP.Enhancements.Shield then
if myDebug then WARN('Shield Drone Verification, reason: Shield Enhancement', gUnitBP.Enhancements.Shield) end
self.FailReason = 'UNIT CAN SHIELD FROM ENHANCEMENT'
return false
elseif gUnitBP.Economy.MaintenanceConsumptionPerSecondEnergy then
if myDebug then WARN('Shield Drone Verification, reason: MaintenanceConsumptionPerSecondEnergy', gUnitBP.Economy.MaintenanceConsumptionPerSecondEnergy) end
self.FailReason = 'UNIT CAN HAS ENERGY MAINTENANCE CONSUPTION'
return false
end
--Unit Categories the shield drone is not allowed to enhance
local excludedCats = {
--Primary unit retrictions, basicly anything that build, upgrades or makes ammo
'COMMAND','SUBCOMMANDER','ENGINEER','OMNI','FACTORY','ECONOMIC','SILO',
--Custom unit restrictions
'DRONE','MINE','PHASING','TRANSFORMABLE',
--Misc unit restrictions
'POD','SATELLITE','UNTARGETABLE','SHIELD','WALL','PROJECTILE','OPERATION','CIVILIAN','INSIGNIFICANTUNIT','UNSELECTABLE','BENIGN','PROP',
}
--Compare the gUnit BlueWARN with the excludedCats
--Should no matches be found return false
for k, v in excludedCats do
if table.find(gUnitCats, v) then
if myDebug then
WARN('*** This Unit Type Not allowed due to exclusions: ', gUnitBP.General.UnitName)
WARN('*** Reason: ', excludedCats[k] )
end
self.FailReason = excludedCats[k]
return false
end
end
--Return true if no matches are found
if myDebug then WARN('Verification passed!') end
return true
else
--Error Sound Effect
self.FailReason = 'UNIT IS SHIELDED'
if myDebug then WARN('Verification failed REASON: ', self.FailReason) end
return false
end
end,
Keep in mind that these restrictions are in place to keep the drop from enhancing units that shouldn't be enhanced for one reason or another.
Continued...
Seraphim:
T2 Abolisher Beam Cannon Gunship seems to not have defensive teleportation option or ability (?)
Works on my end
Predator Sniper Bot doesn't display any information in T2 Land Factory when hovering arrow over it.
Added this just recently so it will be in the next update
Cybran:
T2 Termite Stealth Insectoid doesn't move legs when walking.
Works on my end
T4 Vulcanizer doesn't leave track marks. Also, if your order unit to move a second time, it takes about 15+ seconds for it to move. Also, what is the purpose of the "change rate of fire" toggle, other than to change the rate of fire?
Works on my end, and changing the rate of fire also changes the accuracy. Fire slower for better accuracy. Maybe I should add details for this?
UEF:
T3 Harkon Assault Walker doesn't leave any footprints/track marks.
It never had any
Why does the T3 Little John Ultra Heavy Assault Tank and the T3 Harkon have more health/hit points than the T4 Exp Fatboy? Aren't T4 Experimentals always have to have the highest hit points/health?
**Can adjust the hitpoints once I've received feedback from more people. Though also consider that the Fatboy is pretty weak if not supported.
Anyways, all that being said, most of the problems your encountering are likely the results from other mods. Either they're breaking FAF completely on their own, or they're attempting to overright something within 4DFAF. I wont know unless I've looked at some of these mods, thus having a mod list from you is critical to be able to advice you, or for me to add mod restricitions within 4DFAF's mod_info.lua. (Which would prohibit them from running with 4DFAF)
-Resin
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs
Version 7 uploaded.
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs
To reiterate, no mods in use with yours. I only test a mod on its own.
Yep, that's why people like yourself created T4 Assault units to compensate for Fatboy weak health.
Overall, nice release. A few tweaks here and there. Love to see more "transformer" units. Fantastic idea mate.
Wait till you see bouncing and reflected projectiles.... Then there is the singularity artillery.
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs
@resin_smoker said in 4DFAF Uploaded:
Wait till you see bouncing and reflected projectiles.... Then there is the singularity artillery.
Now we're talkin!
Updated the Vulcanizers description test to show: "The word Overkill, accurately describes this cannons level of overwhelming firepower. Fielding a quad barreled artillery cannon with selectable rate of fire (vs accuracy) and a secondary turret for close encounters."
Will look to see if i can add something similar for the toggle mouseover as well.
-Resin
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs
Version 8 released!
-Rescaled a few units to better match with the existing scale of the games original units.
-Did a fair bit of rebalancing but is by no means prefect.
-Reworked the help text for many units to better describe what they do and how to better use them.
-Pushed all the custom UIs to show at the end of the UI build bar, so not to crowd out the preexisting units.
-Added a few more Cybran and Aeon units.
Only 3 or more until left from the 4DC core units to add. These are units that I've asked Domino to work with as they've been tied into DMS code such that It would take me weeks to figure out how they work.
Enjoy!
Resin
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs
(Evil scientist laugh) Presenting shield piercing weapons...
Snippet from hook'd shield.lua
do
local oldShield = Shield
Shield = Class(oldShield) {
OnCollisionCheck = function(self,other)
if self and not self:BeenDestroyed() then
-- Allows Shield Piercing Projectiles to ignore shields, return true to process this collision, false to ignore it.
if EntityCategoryContains( categories.PROJECTILE, other ) and EntityCategoryContains( categories.SHIELDPIERCING, other ) then
return false
else
return oldShield.OnCollisionCheck(self,other)
end
end
end,
}
end
Enjoy!
Resin
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs
Got missile redirection working for the URA0206 Vampire stealth fighter, will be included in the next update!
In /hook'd unit.lua
##########################################################################################
## --Unit intel
##########################################################################################
GetEnabledIntels = function(self)
local Intels = {}
if self.IntelDisables and table.getsize(self.IntelDisables) > 0 then
for id, value in self.IntelDisables do
if not Intels[id] then
Intels[id] = false
end
local intelenabled = self:IsIntelEnabled(id)
if intelenabled then
Intels[id] = true
else
Intels[id] = nil
end
end
end
return Intels
end,
Superclass called by the stealth unit...
----------------------------------------------------------------------------
-- File : /mods/4DFAF/lua/4D_CloakRedirect/4D_CloakRedirect.lua
--
-- Author : Resin_Smoker
--
-- Summary : 4D_SDR: Allows a structure so enhanced to resist enemy fire.
--
-- Special Thanks: Mithy for his redirect script
-- Copyright © 2024 4DFAF, All rights reserved.
----------------------------------------------------------------------------
--
-- The following is required in the units script for Struture Damage Resistance (SDR)
-- This calls into action the SDR scripts for AStructureUnit
--
-- local CAirUnit = import('/lua/cybranunits.lua').CAirUnit
-- CAirUnit = import('/mods/4DC_V0.81/lua/CustomAbilities/4D_CloakRedirect/4D_CloakRedirect.lua').CloakRedirect( CAirUnit )
--
----------------------------------------------------------------------------
### Start of CloakRedirect(SuperClass) ###
function CloakRedirect(SuperClass)
return Class(SuperClass) {
OnCollisionCheck = function(self, other, firingWeapon)
-- Cloaking allows 50% chance to avoid anti-air missiles
if self and not ( self:IsDead() or self:BeenDestroyed() ) then
local EffectUnit = false
local EffectsIntels = { 'CloakStealth', 'Cloak', 'CloakField', 'RadarStealth', 'RadarStealthField' }
local EnabledIntels = self:GetEnabledIntels()
for IntelType, Param in EnabledIntels do
if table.find(EffectsIntels, IntelType) then
EffectUnit = true
break
end
end
--check if unit is in field.
if not EffectUnit then
for id, IntelType in EffectsIntels do
if self:IsInField(IntelType) then
EffectUnit = true
break
end
end
end
if EffectUnit then
if ( other:GetBlueprint().Physics.TrackTarget or EntityCategoryContains(categories.MISSILE, other) ) and Random(1, 2) == 1 then
if other:GetLauncher() then
-- Projectile returns to launcher
other:SetNewTarget(other:GetLauncher())
other:TrackTarget(true)
other.DamageData.CollideFriendly = true
other.DamageData.DamageFriendly = true
other.DamageData.DamageSelf = true
other:SetLifetime(10)
other.Redirector = self
-- *** Mithy's Function *** Hook projectile's DoDamage to set (living) redirector to instigator on impact
local prevDoDamage = other.DoDamage
other.DoDamage = function(self, instigator, damageData, targetEntity)
--This should always allow the projectile to damage its launcher
instigator = self.Redirector or self
prevDoDamage(self, instigator, damageData, targetEntity)
end
else
-- Projectile passes thru and losses tracking
other:TrackTarget(false)
end
return false
else
-- Projectile impacts normally
return true
end
end
return SuperClass.OnCollisionCheck(self, other, firingWeapon)
end
end,
}
end
### End of CloakRedirect(SuperClass) ###
Keep in mind that the above script only applies to the unit calling the SuperClass. Hence all of the stock units won't have this ability unless modified to use the SuperClass.
Enjoy!
Resin
Kykhu Oss https://youtu.be/JUgyGTgeZb8
Unit Thrower https://youtu.be/iV8YBXVxxeI
Beam Tentacle https://youtu.be/le5SNwHvC4c
Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs