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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!

    4DFAF Uploaded

    Scheduled Pinned Locked Moved Modding & Tools
    49 Posts 9 Posters 4.5k Views 2 Watching
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    • J Offline
      J_W_W
      last edited by

      Great! Will probably have some time later this week to try it!

      1 Reply Last reply Reply Quote 1
      • BlackrobeB Offline
        Blackrobe
        last edited by

        @Resin_Smoker

        Some minor bugs:

        Seraphim:

        • T2 Shield Drone no longer works.

        Aeon:

        • T2 Abolisher Beam Cannon Gunship seems to not have defensive teleportation option or ability (?)
        • Predator Sniper Bot doesn't display any information in T2 Land Factory when hovering arrow over it.

        Cybran:

        • T2 Termite Stealth Insectoid doesn't move legs when walking.
        • 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?

        UEF:

        • T3 Harkon Assault Walker doesn't leave any footprints/track marks.
        • 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?
        R 1 Reply Last reply Reply Quote 1
        • R Offline
          Resin_Smoker @Blackrobe
          last edited by

          @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

          1 Reply Last reply Reply Quote 0
          • BlackrobeB Offline
            Blackrobe
            last edited by

            No mods mate. Sorry, I meant to mention that.

            R 1 Reply Last reply Reply Quote 0
            • R Offline
              Resin_Smoker @Blackrobe
              last edited by Resin_Smoker

              @blackrobe

              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

              1 Reply Last reply Reply Quote 0
              • R Offline
                Resin_Smoker
                last edited by

                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

                1 Reply Last reply Reply Quote 1
                • BlackrobeB Offline
                  Blackrobe
                  last edited by

                  @Resin_Smoker

                  To reiterate, no mods in use with yours. I only test a mod on its own.

                  • Regarding Sera T2 shield Drone: it does work on some units, when you first released it, it shielded every unit and building, including ACU; I see the logic in later versions only shields some; thus my confusion. Might be good to add shield health amount, as you can't tell how strong shield is.
                  • Regarding Aoen T2 Abolisher Beam Cannon Gunship: I assumed it was a manual toggle teleport. I see it does automatically mini teleport when attacked. Very nice I might add.
                  • Regarding Cybran T2 Termite Stealth Insectoid: Still moves motionless (I even deleted any old 4dc versions then installed v7) Very odd that it works for you. Are you using FAF default as I am? Just in case you are using FAF Beta, or FAF Dev as testing. Maybe someone else will have the same issue. Can't work out why it animates walking for you and not for me, despite the only mod being used for testing.
                  • Regarding Cybran vulcanizer: Yep, def add some detail for that.

                  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.

                  R 1 Reply Last reply Reply Quote 0
                  • R Offline
                    Resin_Smoker
                    last edited by

                    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

                    BlackrobeB 1 Reply Last reply Reply Quote 1
                    • BlackrobeB Offline
                      Blackrobe @Resin_Smoker
                      last edited by

                      @resin_smoker said in 4DFAF Uploaded:

                      Wait till you see bouncing and reflected projectiles.... Then there is the singularity artillery.

                      Now we're talkin!

                      1 Reply Last reply Reply Quote 0
                      • R Offline
                        Resin_Smoker
                        last edited by Resin_Smoker

                        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

                        1 Reply Last reply Reply Quote 1
                        • R Offline
                          Resin_Smoker
                          last edited by Resin_Smoker

                          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

                          R 1 Reply Last reply Reply Quote 0
                          • R Offline
                            Resin_Smoker @Resin_Smoker
                            last edited by

                            (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

                            R 1 Reply Last reply Reply Quote 1
                            • R Offline
                              Resin_Smoker @Resin_Smoker
                              last edited by Resin_Smoker

                              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

                              1 Reply Last reply Reply Quote 1
                              • R Offline
                                Resin_Smoker
                                last edited by

                                Did some work on the Hellhound shadow-step to improve its reliability and add in a few new FX: https://youtu.be/q6NtQ7HN-es

                                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

                                1 Reply Last reply Reply Quote 1
                                • R Offline
                                  Resin_Smoker
                                  last edited by

                                  Version 9 uploaded.

                                  "4D-FAF, a 4DC-DMS adaptation for FAF"

                                  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

                                  1 Reply Last reply Reply Quote 1
                                  • R Offline
                                    Resin_Smoker
                                    last edited by

                                    So apart from feedback, what from DMS would folks like to see incorporated?

                                    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

                                    K 1 Reply Last reply Reply Quote 0
                                    • R Offline
                                      Resin_Smoker @Blackrobe
                                      last edited by Resin_Smoker

                                      @blackrobe said in 4DFAF Uploaded:

                                      • Regarding Sera T2 shield Drone: it does work on some units, when you first released it, it shielded every unit and building, including ACU; I see the logic in later versions only shields some; thus my confusion. Might be good to add shield health amount, as you can't tell how strong shield is.

                                      I took a look at how or rather where the information of where the shields health info is coming from. Far as I can tell, this isn't being provided by the shield, but by the units blueprint. Being that our shield drone adds a P-shield to a unit there isn't a blueprint to be drawn from. Maybe there is some way to "hook" in a change for that. Unfortunately , UI modding is not my area of knowledge.

                                      Unless someone can pitch in or offer up some advice on how this can be done?

                                      In the mean time, here is how the shield health is being calculated by the drone currently:

                                      	if table.find(bp.Categories ,'EXPERIMENTAL') then
                                      		sldHealth = 10000
                                      		rChgTime = 120
                                      		rChgRate = 100
                                      		eCost = 300
                                      	elseif table.find(bp.Categories ,'TECH3') then
                                      		sldHealth = sldHealth * 0.3
                                      		rChgTime = 90
                                      		rChgRate = 10
                                      		eCost = 25
                                      	elseif table.find(bp.Categories ,'TECH2') then
                                      		sldHealth = sldHealth * 0.5
                                      		rChgTime = 60
                                      		rChgRate = 5
                                      		eCost = 10
                                      	else
                                      		sldHealth = sldHealth * 0.75
                                      		rChgTime = 30
                                      		rChgRate = 2
                                      		eCost = 5
                                      	end
                                      

                                      in many ways, the above figures are not properly balanced. Though the idea was for the shield drone to be a significant material investment and thus I gave it more wiggle room. If you have ideas on how to improve this, I'm open to suggestions.

                                      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

                                      BlackrobeB 1 Reply Last reply Reply Quote 0
                                      • R Offline
                                        Resin_Smoker
                                        last edited by Resin_Smoker

                                        Digging into all this further it appears that shields are not really holding the base health figures in self.MyShield and thus the UI has to constantly refer to the units blueprint. While for units that have their shields predefined in the blueprint or enhancement this is all good, but for units that are given shields via non standard means this creates a problem. How can the shields Max and current health figures be discovered if its not held in self.MyShields? Without which It's not possible to update Unitview.lua to show the shield max for that unit during a mouse over.

                                        Edit: Ok figured it out...

                                        Apparently the shields are being treated as entities (I forgot about this). Thus its possible to call on a units shield health via...

                                        if self.MyShield then
                                        	WARN('	self.Shield: ', self.MyShield:GetMaxHealth() )	
                                        end
                                        

                                        This its possible to alter the Unitview.lua to work with most custom shields that are not based off a units Blueprint such as the 4DFAF shield drones.

                                        Modified snippet from Unitview.lua, that I will try out...

                                        if not shield.ShieldMaxHealth then
                                        	if unitBp.Enhancements then
                                        		shield = unitBp.Enhancements[getEnh.GetEnhancements(info.entityId).Back]
                                        	elseif self.MyShield then
                                        		shield = self.MyShield:GetMaxHealth()
                                        	end
                                        end
                                        

                                        Side note: It could just as easily be unitviewdetail.lua as I'm not ever messed with either of these before and have yet to discover what each one does despite similar names and inferred purpose.

                                        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

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                                        • R Offline
                                          Resin_Smoker
                                          last edited by Resin_Smoker

                                          So far my attempts to do anything with the UI are showing nothing. None of the expected outputs, or errors of any kind.

                                          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

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                                          • R Offline
                                            Resin_Smoker
                                            last edited by Resin_Smoker

                                            Made a little more progress... It appears that unitviewDetail.lua specifically the "show" function is responsible for this portion of the UI. That being said, not much information is being passed to it to be able to pull the units ShieldMaxHealth from anything other than its blue print. This appears to be by design if i recall, to prevent players with UI mods from being able to directly alter SIM side assets.

                                            Unfortunately this means that it will NOT be possible to have the units ShieldMaxHealth shown on the UI, if the unit received its shields from anything other than a blueprint.

                                            Only possibility is to figure out how to alter the UI from the SIM such when the drone shield is created this gets added somehow. Not sure how this would be possible, as the UI triggers on mouse over, not on the shields creation.

                                            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

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