Let 's fix a bug in BlackOpsFAF-Unleashed
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At line 140 of the file, the code
“AnimationActivate = ‘/hook/units/UAA0310/UAA0310_AOpen.sca’,”
incorrectly references a location that does not exist, resulting in the morphing animation of the CZAR not being played correctly. We should change it to
“AnimationActivate = ‘/mods/BlackOpsFAF-Unleashed/hook/units/UAA0310/UAA0310_AOpen.sca’,” -
Now, enjoy the cool transformations of CZAR!
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Yes, @Uveso has done a great job; but he has not been online on FAF since January this year. There are a few bugs that I have identified in other posts, but have not really been responded to. So fixing this bug and others would be much appreciated by the lovers of this mod.
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@zbc thanks.
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@blackrobe If you have found any bugs in blackops, please tell me and I will try to fix them XD.
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@zbc BUG report: The AEON experimental siege weapon (BAL0401) in the blackops MOD will summon 8 meteorites from the sky to attack, if you command the unit to stop or move when the 8 meteorites are halfway summoned (e.g., 3 or 4), The unit would be completely stuck here, unable to attack, unable to move, unable to give any commands.
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@zbc Thank you very much for your work, and there is another bug about totalmayhem that I reported before, if you are interested
Re: Total Mayhem 1.37 for all game versionsReferencing a bug reported earlier in discord regarding the building animation of two aeon units (BROT3BT and BROT3BT2,) :
https://discord.com/channels/197033481883222026/1213509460207869953 -
@zhanghm18 Oh, and this issue came up yesterday when I was playing with a friend, but at the time we agreed that it was a setting of this unit XD.
I'll be checking this out again. -
@zhanghm18 Please hold off on the other mods for now, I'm not currently deep enough into playing them to know exactly how they were supposed to work.
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@zhanghm18
I tested this unit over and over again yesterday in a custom game and didn't encounter the problem you described. When you issue a stop or move command during summoning, the unit will stop summoning (play an animation that retracts the turret) and then execute the command; when you issue an attack command again, it will start summoning the meteorite again (play an animation that unfolds the turret), and I didn't encounter any problems with it getting stuck.
Did you download the latest blackops mod from Uveso's github page (https://github.com/Uveso) instead of the FAF repository?I've noticed that a lot of the mods in the FAF repository don't get updated in a timely manner. -
Sometimes, the issue arises not from a single MOD but from conflicts between different MODs. It is advisable to capture a screenshot of the MOD manager list or show the F9 tracking reports for comparison and verification.
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@zbc Thanks for the test. I will try the latest version from github. The blackops I use are downloaded from FAF vault, maybe that's the cause of the problem.
In addition, if you are interested in, I found that several small bug about totalmayhem posted on https://github.com/FAForever/fa-total-mayhem/issues. -
@ZBC if you have the knowledge and time to fix a few of these outstanding bugs, as the main ringleader of a group that plays BlackOps every week, you have my sincere gratitude.
The big bug that is bothering us right now is that something has broken with torpedos vs a couple of BlackOps UEF units:
The two we've found are:
BES 0402 - UEF Dreadnought
EEB 0402 - UEF Philadelphia Stellar Generator (when built on water, obv.)As you can see in the attached pic, torpedos from all manner of naval ships do not seem to hit either of these units, and just circle around. VERY rarely, a torpedo will land, but we're talking 8 minutes of heavy concentrated fire to finally take down the dreadnought.
I'm not sure which patch may have broken it, but it will be one of the more recent ones. This was not a problem in late 2023/early 2024.
Also food for thought -- There are other UEF BlackOps boats that are NOT affected (EES0302 - Knox Escort boat) and neither is the other BlackOps water-buildable structure (BEB5205 T3 advanced Air Staging).
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I should add this only affects the two UEF units I listed. The Seraphim and Cybran BlackOps Dreadnoughts can be hit with torpedoes as normal.
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@doompants oh, luckily I know when it happend. As the changelog in version 3811 said:
#6360 the hitboxes have been changed to solve that some times torpedoes randomly miss the unit by traveling underneath it.
But it looks like this has some unknown effects on the units in the mod. I'll check this later, but please understand that I may not be able to fix them, FAF code changes are difficult for me right now! -
@ZBC
Can you test the latest black ops version from GitHub?
https://github.com/Uveso/BlackOpsFAF-Unleashed- Unit bes0402 (Experimental Dreadnaught) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
- Unit eeb0402 (Stellar Generator) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
- Unit uaa0310 (Experimental Aircraft Carrier) Add switch and fix animation for Superweapon
- Unit uaa0310 (Experimental Aircraft Carrier) Add shield from FAF CZAR
@zhanghm18
Can't find any bugs in BAL0401. How can i reproduce it, or do you have errors in log when it happens? -
@uveso Thanks for your reply. I retested the unit and found that the problem no longer existed. It is possible that an update to FAF in the last year accidentally fixed the issue.
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@zhanghm18
Thanks for retesting!The Czar really looks great:
http://faforever.uveso.de/CZAR.mp4 -
@uveso Thank you for your work.
Yeah, CZAR looks better. But would you consider replacing the CAZR model with a more elaborate version of FAF? The CZAR model used by blackops is slightly less accurate than FAF, and you can see that the CZAR in the MOD is not "round", but clearly "angular". -
That's funny, I thought exactly the same thing
But I only fix bugs in the mods. I don't make any updates or change models if it's not a bug. And in this particular case, I'm not sure that the animation would harmonizes well with the new model.