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    4DFAF Uploaded

    Scheduled Pinned Locked Moved Modding & Tools
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    • R
      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

      JipJ 1 Reply Last reply Reply Quote 0
      • BlackrobeB
        Blackrobe @Resin_Smoker
        last edited by Blackrobe

        @resin_smoker said in 4DFAF Uploaded:

        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.

        Well if there's one thing I've observed about you Resin, whether on your own, or with the aid of someone else, you always seem to figure things out 😉

        PS: Loving the custom Cybran cloak. I always thought that every faction should have its custom cloak. Now you can differentiate UEF and Cybran cloak. While not essential, to the aesthetic lovers amongst us, a treat. Might as well bring in what you can from DMS. Something different is always good.

        R 1 Reply Last reply Reply Quote 2
        • K
          Krapougnak @Resin_Smoker
          last edited by Krapougnak

          @resin_smoker said in 4DFAF Uploaded:

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

          Maybe a list of what features are inside DMS would help feedback on what to incorporate ?

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

            @krapougnak there is litteraly too much to write about, as Domino rescripted the entire game prior to FAF.

            I'd recommend playing a vanilla SC-FA with DMS and 4DC. If you think what I've done was good, prepare to be shocked.

            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
              Resin_Smoker @Blackrobe
              last edited by

              @blackrobe sad thing is that doing so, would break the UI ban on using SIM data. It's why UI mods are allowed in ranked matches, and why most sim-side mods are not. Being able to bridge that gap would enable rampant cheating and a huge amount of desyncs.

              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
              • JipJ
                Jip @Resin_Smoker
                last edited by

                A UI mod can not interfere with sim code, except through tailored engine calls and sim callbacks. The user layer is in a separate Lua context. You can import even sim files and make edits - the simulation wouldn't notice because it runs in a separate Lua context.

                @resin_smoker said in 4DFAF Uploaded:

                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.

                We'd probably need to use a unit statistic that is synced from the sim to the UI. And then update the UI code in FAForever to read from that statistic and use the blueprint as a fallback. I'm not entirely sure about the solution because I've not investigated what the exact problem is.

                But there's solutions if you really want them, just ask for help of the game team and maybe there's something we can do for you 🙂 .

                A work of art is never finished, merely abandoned

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

                  @resin_smoker said in 4DFAF Uploaded:
                  If you think what I've done was good, prepare to be shocked.

                  I am prepared, shoot ! 😁 👍 👏

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

                    @jip I'm down with that... I only need the shields:GetMaxHealth() to be passed to be able to update the UI. Otherwise, the drone custom p-shield, would never be able to display without hijacking the SIM in some game breaking way.

                    Edit: Just rubbed two neurons together and made coherent thought.

                    Some smart guy, could during the game startup, use blueprint.lua to go through the units that would be drone shield capable. Then assign, what the max shield value would be as a hard value. This is effect would allow me to pass the MaxShieldHealth into the blueprint to be later used by the UI !

                    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
                      Resin_Smoker @Resin_Smoker
                      last edited by Resin_Smoker

                      Half way there! Here is the Blueprint.lua script to merge the data that i needed...

                      ##########################################################################################
                      ## --Add drone shield max health into unit bp so UI can use it
                      ##########################################################################################
                      
                      function Custom_Drone_MaxHealth_Blueprint(bp)
                      	if not bp then return end
                      	local id = bp.BlueprintId
                      	local bpDefense = original_blueprints.defense[id]
                      	
                      	-- Check to see if the gUnit has a Cloak, BuildRate or Economy, if so return false
                      	if bp.Intel.Cloak or bp.Defense.Shield.ShieldMaxHealth > 0 or bp.Enhancements.Shield or bp.Economy.MaintenanceConsumptionPerSecondEnergy then
                      		return false				
                      	end
                      	
                      	-- Unit Categories to exclude
                      	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',
                      	}
                      	local cats = bp.Categories
                      	for k, v in excludedCats do
                      		if table.find(cats, v) then
                      			return false
                      		end
                      	end
                      
                      	-- Calc the drone shield max health based on the unit cat
                      	local droneShieldHealth = bp.Defense.MaxHealth
                      	if table.find(bp.Categories ,'EXPERIMENTAL') then
                      		droneShieldHealth = 10000
                      	elseif table.find(bp.Categories ,'TECH3') then
                      		droneShieldHealth = droneShieldHealth * 0.3
                      	elseif table.find(bp.Categories ,'TECH2') then
                      		droneShieldHealth = droneShieldHealth * 0.5
                      	else
                      		droneShieldHealth = droneShieldHealth * 0.75
                      	end
                      	
                      	WARN('Custom_Drone_MaxHealth_Blueprint for unit ID: ', bp.General.UnitName or 'no unit name found')
                      	
                      	local unitBp = table.deepcopy(bp.Defense)
                      	if unitBp then
                      		unitBp.Merge = true
                      		unitBp.DroneShieldMaxHealth = droneShieldHealth
                      		bp.Defense = unitBp		
                      	end		
                      end
                      

                      Repr of a units "self"... Look for the "Defense" and then "DroneShieldMaxHealth"...

                      WARNING:  - Defense: table: 11FB39D8
                      WARNING:  -    AirThreatLevel: 0
                      WARNING:  -    ArmorType: Normal
                      WARNING:  -    DroneShieldMaxHealth: 235.5
                      WARNING:  -    EconomyThreatLevel: 0
                      WARNING:  -    Health: 314
                      WARNING:  -    MaxHealth: 314
                      WARNING:  -    Merge: true
                      WARNING:  -    PersonalShieldThreat: 0
                      WARNING:  -    RegenRate: 0
                      WARNING:  -    Shield: table: 11FB36B8
                      WARNING:  -       RegenAssistMult: 1
                      WARNING:  -       ShieldSize: 0
                      WARNING:  -    SubThreatLevel: 0
                      WARNING:  -    SurfaceThreatLevel: 13
                      WARNING:  -    UnknownWeaponThreat: 0
                      WARNING:  - Description: Heavy Tank
                      WARNING:  - DesiredShooterCap: 3
                      

                      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
                        Resin_Smoker
                        last edited by Resin_Smoker

                        Got the shield info to display, but dam it displays for everything, when it should only display when the drone-shield is active. the problem is becoming a circular one.... I need info from the sim to activate or deactivate an ability but i can't. Not without using a sim.sync.

                        Notice that the unit is showing a shield stat, without it having a shield on it...
                        34cf31d4-ac81-430a-8eba-9f148407ac42-image.png

                        Sure I can pass the data to the units blueprint, but there isn't any way that i can figure to tell the UI that the shield is active or not.

                        Question: Isn't the shield data already in Sync somewhere ?

                        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
                          Blackrobe
                          last edited by

                          How's the progress going? Its been a while since you were quite prolific on the forums. Looking forward to your next iteration.

                          1 Reply Last reply Reply Quote 1
                          • E
                            EbolaSoup
                            last edited by EbolaSoup

                            Just found this forum. I haven't played in a long time, but I have recently gotten interested again. I was part of the 4thD team and really enjoyed that. I mostly created units with some light script hacking that went along with that. Resin Smoker was the mad coder, always coming up with clever and sometimes far out concepts. Optimus was the game balancer, mod founder, and early unit maker. Some others got involved too.
                            The reason I came here was, once I started getting interested again, I wondered how the modding situation was on FAF and thought that I would maybe release my unit creations to encourage someone to use them in a mod since last I checked 4thD was dead.
                            Glad to see Resin is back at it! Good to see you. Thanks for taking this on.
                            I'd love to see that crazy worm in the ground thing you made and the micro black hole weapon that you were testing out. Those came along too late to be in 4DC, I believe, but they were very cool. People would love those.

                            Units I created:
                            UEF: Balrog, Caiman, Mine,
                            Aeon: T1 bot (Artemis?), Tarantula, redesign of Sniper Bot
                            Seraphim: T3(?) Flying Assault Walker (Kyhkyu Oss)
                            Probably something else I'm forgetting

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