Need UI Mod? Let me know

@Broker You are correct -it's the Assist order you want, it works on ground, causing the air units to swirl around the point randomly, engaging units in the same fashion as patrol.

maybe you can create an addon for Add automatic backward travel for the megalith.
like this
Снимок.PNG

or

addition for setting an attack priority after creating a unit. built a fatboy, the priority settings for attacking experimental units were automatically applied.

It used to be, you could set attack priority on a factory, the same way you would set it on a unit. And then all units coming out of the factory would have that attack priority set.

I don't know why that was taken away. It was a useful feature.

@arma473 but if you need different priorities for different units. what to do?
for Percival some, and for AA others.
Or you built a fatboy and the priorities were automatically set to the experimental ones. you don't have to press a button. it is very convenient.

@broker said in Need UI Mod? Let me know:

@arma473 but if you need different priorities for different units. what to do?
for Percival some, and for AA others.
Or you built a fatboy and the priorities were automatically set to the experimental ones. you don't have to press a button. it is very convenient.

You're a troll so I don't take you seriously, but:

If I want all the units coming out of my factory to have default priority, I would leave the factory alone, or I would set it to "default" priority, which is an option in advanced target priorities.

This post is deleted!

@arma473 said in Need UI Mod? Let me know:

@broker said in Need UI Mod? Let me know:

@arma473 but if you need different priorities for different units. what to do?
for Percival some, and for AA others.
Or you built a fatboy and the priorities were automatically set to the experimental ones. you don't have to press a button. it is very convenient.

You're a troll so I don't take you seriously, but:

If I want all the units coming out of my factory to have default priority, I would leave the factory alone, or I would set it to "default" priority, which is an option in advanced target priorities.

what are the standard priorities ?????
I wrote about different priorities for different units.

Besides. I wrote to the creator of the post, not you.

A free cam mod.

Currently there is a big problem when looking from bottom to up will screw up the camera a lot.

FAF is having a big potential for cinematic shots and the best addition for it - would be to unlock the camera from bumping into all sorts of terrain, or, just letting it to be controlled by keyboard entirely, like a noclip feature.

I cant explain how much less stress any movie makers for this game will go through.

@kaapalkeens Look for Jip's cinematic mod (needs dear windowing to work). It's wonderful!

FAF Website Developer

@femboy as far as I used that mod with all the scripting it has - I did not find an actual free cam I was talking about,

Jip's cinematic mod dedicated to creating a camera movements pre-set on the motions (like a keyframe animations). But not dedicated to solving main issue Im having - Clipping to all sorts of terrain to look from bottom to up.

As far Cinematic Mod is good - but thats not what Im looking for.

@kaapalkeens What you are describing is not possible. The behavior is part of the engine as far as I am aware. You may find something in the console commands at best. You can find them by looking for cam_.

A work of art is never finished, merely abandoned

@kaapalkeens Your camera will fall under the horizon and you will see everything from the ground ( i would say, not a good view)

P.S. I have checked that before, tried to do the face cam from ACU

Suggestion:

Make a short clickable pop up when the first t2 eng and the first t3 eng comes out of fab.

So in the heat of the battle, you do not forget that your t2 eng is moving across the map, because you were busy somewhere else. And missing the crucial step from t1 to t2 and t3 is almost game decision when you screw up.

I have a request for a mod: remove return fire as an option leaving only the ground fire attack option or whatever it's called. This way I can switch between the ground fire and hold fire with a single key press instead of having to also click through the return fire option which can lead to mistakes much more easily. Hopefully that makes sense or maybe someone knows a way to accomplish this without a mod.

@exselsior said in Need UI Mod? Let me know:

I have a request for a mod: remove return fire as an option leaving only the ground fire attack option or whatever it's called. This way I can switch between the ground fire and hold fire with a single key press instead of having to also click through the return fire option which can lead to mistakes much more easily. Hopefully that makes sense or maybe someone knows a way to accomplish this without a mod.

Or just make this an official part of the game. Why do we need "return fire" as an option at all, ever?

RIP the small suggestions thread.

I would like a mod that indicated if a bomber is ready to drop the next bomb. Im not exactly sure how i would want it to look but i am envisioning something similar to how the washer does it. Is this possible?

@spikeynoob said in Need UI Mod? Let me know:

I would like a mod that indicated if a bomber is ready to drop the next bomb. Im not exactly sure how i would want it to look but i am envisioning something similar to how the washer does it. Is this possible?

Would it be possible to put a circle around the bomber showing the approximate distance it would need to travel before it's ready to drop again? Like the circle around an engineer showing its build radius?

Then when we're picking targets we know we just pick a spot outside the circle for more or less a guaranteed drop without the need for another pass.

I understand the circle wouldn't be a perfectly-accurate thing because you'd have to calculate things like the ability of the bomber to turn, and how fast the bomber would be traveling because that affects where it drops the bomb to hit the target. But you could probably make a circle where 99.9% of everything outside the circle can be hit by the bomber without needing to fly past the target once and some of the things inside the circle can still be hit.

So the circle would shrink in size as the bomber makes progress towards loading the next bomb and the circle would be not shown at all when a bomb is loaded.

then separately put a circle around every target showing how far approximately the bomber would have to travel after dropping before it can drop again. This would make it pretty easy to queue up things like strats to target multiple mexes

Ask around, I'm sure such mod was already available for certain people.

@randomwheelchair The get rid of return fire mod or the bomber fire cycle indicator mod? Or both

Oh I didn't see the arma post. I meant the bomber one. I saw it working but as for where to download it, one would have to ask around as I'm not sure if I can point to the people who were working on it.

As for how it looked it? It simply replaced the fuel bar and instead it was a reload bar.