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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!
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    Katawunga

    @Katawunga

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    Best posts made by Katawunga

    • Discussion about the interrupt pathfinding hotkey and a mod showcase

      So I have found some things that warrant a general discussion about the interrupt pathfinding hotkey and its uses. I will lay out the process in the order in which I encountered them.

      What is the interrupt pathfinding hotkey?
      For those who do not know, the interrupt pathfinding hotkey, as the name suggests, interrupts pathfinding such that an action by an engineer, for example, executes immediately after the hotkey has been pressed, if the target of the order is in range. So far, so good. It helps alleviate issues such as poor engineer pathfinding or frustratingly slow loading of transports.

      What is the capture range?
      Seems unrelated, but hear me out. When issuing a capture order with any unit capable of capturing (T1, T2, T3 engineers, all drones, SACUs, and ACUs), it's a well-known bug (or feature, I don't care) that the capture range is smaller, roughly the same as the build range of a T1 engineer. That is, approximately a range of 7. For reference, an ACU has a build range of 12. In many cases, this leads to the capturing unit crawling extremely close to the target before the capture begins, probably because most people don't know the exact capture range.

      What did I do?
      To help with this (mostly fringe) problem, I wanted to make a UI mod that shows the capture range when in capture mode. Pretty simple and similar to the Build Range Preview mod in the vault. I uploaded it today; its name is simply "Capture Range", but don’t rush to download it. Rather, keep reading.

      What is the problem?
      I first had to figure out the actual capture range of each unit capable of capturing. The previously mentioned range of 7 was not yet known to me. I also didn’t know that all units share the same capture range. It actually shocked me that every unit shares the same range, despite different build range values. So, while trying to figure all of this out such that the mod would display the correct ranges, I placed engineers and SACUs/ACUs in wall prisons to prevent them from moving, improving reproducibility. However, the experiments revealed a deviation in the capture range of units when they were immobile in wall prisons compared to when they were free to move.

      What is the actual capture range?
      When immobile, the capture range is about 12 units. This is equal to the build range of an ACU. This holds true for all units capable of capturing. Therefore, a T1 engineer, which supposedly has a build range of 7, can capture units as far as 12 units away if its path to the target is blocked.
      Capture Range - Engineer.gif

      What is the problem with the interrupt pathfinding hotkey?
      When interrupting pathfinding with this hotkey, the capture range of all units increases from 7 to 12. The same effect occurs when the engineer is blocked by walls or terrain.

      What are the implications?
      As capture orders are probably the least common type of order, this initially didn’t seem like a significant issue. That being said, certain scenarios—like T2/T3 ACU drops into bases with some T1 PDs—come to mind, where this increased range could play a significant role. In such cases, it would greatly buff the drop. However, since you would need to press the interrupt pathfinding hotkey after each new capture command, the effect is quite cumbersome to use and thus limited in practice. This is when I discovered a UI mod by 4z0t called "Instant Assist", which automatically interrupts pathfinding when issuing an assist or guard order. His goal was likely to address issues where engineers behave with the intelligence of a potato. I subsequently modified his code to include capture orders as well. This effectively made any unit capable of capturing default to a capture range of 12 units (equivalent to the ACU’s build range).

      Conditions and example
      --When within the inner circle, every unit capable of capturing will start capturing immediately.
      --When outside the inner circle, every unit capable of capturing will walk up to the enemy unit before starting the capture.
      --When outside the inner circle but within the outer circle and with pathfinding interrupted, every unit capable of capturing will start capturing immediately.
      Capture Range.gif

      Thanks for reading
      And that is all for now. In case you are curious, my UI mod "Capture Range" shows two range rings while capturing: a smaller one for the "normal" reduced capture range of 7 (T1 engineer range; all units have this range) and one outer "increased" range of 12 for when the pathfinding gets interrupted either by walls, terrain, or the hotkey (ACU range; all units have this range if pathfinding gets interrupted). I did not include the automatic issuing of the pathfinding interrupts in this mod, as I thought that it might not be fair (?). What are your thoughts on everything I have mentioned up to this point? Is this inteded or acceptable behaviour?

      Sidenode
      Hives are immobile by definition since they are structures. Their capture range is always 12, like the buildrange of an ACU, irrespective of their level or own build range value.

      Addendum
      I have uploaded the other part of the showcased functionality as a UI mod called "Instant Capture". As the name suggests, engineers within capture range of their target will immediately begin capturing, instead of first giving the target a kiss. It requires the UI mod "ReUI.Core" version 1.0.0 or higher to work.

      posted in General Discussion
      KatawungaK
      Katawunga
    • RE: Steam shows i am ingame in Supcom when FAF is open

      Please make it optional

      posted in I need help
      KatawungaK
      Katawunga
    • RE: E does not reclaim for me

      The Game.prefs File was the problem. After deleting it everything worked fine.
      Thanks @Amygdala for the help 🙂

      posted in I need help
      KatawungaK
      Katawunga

    Latest posts made by Katawunga

    • Discussion about the interrupt pathfinding hotkey and a mod showcase

      So I have found some things that warrant a general discussion about the interrupt pathfinding hotkey and its uses. I will lay out the process in the order in which I encountered them.

      What is the interrupt pathfinding hotkey?
      For those who do not know, the interrupt pathfinding hotkey, as the name suggests, interrupts pathfinding such that an action by an engineer, for example, executes immediately after the hotkey has been pressed, if the target of the order is in range. So far, so good. It helps alleviate issues such as poor engineer pathfinding or frustratingly slow loading of transports.

      What is the capture range?
      Seems unrelated, but hear me out. When issuing a capture order with any unit capable of capturing (T1, T2, T3 engineers, all drones, SACUs, and ACUs), it's a well-known bug (or feature, I don't care) that the capture range is smaller, roughly the same as the build range of a T1 engineer. That is, approximately a range of 7. For reference, an ACU has a build range of 12. In many cases, this leads to the capturing unit crawling extremely close to the target before the capture begins, probably because most people don't know the exact capture range.

      What did I do?
      To help with this (mostly fringe) problem, I wanted to make a UI mod that shows the capture range when in capture mode. Pretty simple and similar to the Build Range Preview mod in the vault. I uploaded it today; its name is simply "Capture Range", but don’t rush to download it. Rather, keep reading.

      What is the problem?
      I first had to figure out the actual capture range of each unit capable of capturing. The previously mentioned range of 7 was not yet known to me. I also didn’t know that all units share the same capture range. It actually shocked me that every unit shares the same range, despite different build range values. So, while trying to figure all of this out such that the mod would display the correct ranges, I placed engineers and SACUs/ACUs in wall prisons to prevent them from moving, improving reproducibility. However, the experiments revealed a deviation in the capture range of units when they were immobile in wall prisons compared to when they were free to move.

      What is the actual capture range?
      When immobile, the capture range is about 12 units. This is equal to the build range of an ACU. This holds true for all units capable of capturing. Therefore, a T1 engineer, which supposedly has a build range of 7, can capture units as far as 12 units away if its path to the target is blocked.
      Capture Range - Engineer.gif

      What is the problem with the interrupt pathfinding hotkey?
      When interrupting pathfinding with this hotkey, the capture range of all units increases from 7 to 12. The same effect occurs when the engineer is blocked by walls or terrain.

      What are the implications?
      As capture orders are probably the least common type of order, this initially didn’t seem like a significant issue. That being said, certain scenarios—like T2/T3 ACU drops into bases with some T1 PDs—come to mind, where this increased range could play a significant role. In such cases, it would greatly buff the drop. However, since you would need to press the interrupt pathfinding hotkey after each new capture command, the effect is quite cumbersome to use and thus limited in practice. This is when I discovered a UI mod by 4z0t called "Instant Assist", which automatically interrupts pathfinding when issuing an assist or guard order. His goal was likely to address issues where engineers behave with the intelligence of a potato. I subsequently modified his code to include capture orders as well. This effectively made any unit capable of capturing default to a capture range of 12 units (equivalent to the ACU’s build range).

      Conditions and example
      --When within the inner circle, every unit capable of capturing will start capturing immediately.
      --When outside the inner circle, every unit capable of capturing will walk up to the enemy unit before starting the capture.
      --When outside the inner circle but within the outer circle and with pathfinding interrupted, every unit capable of capturing will start capturing immediately.
      Capture Range.gif

      Thanks for reading
      And that is all for now. In case you are curious, my UI mod "Capture Range" shows two range rings while capturing: a smaller one for the "normal" reduced capture range of 7 (T1 engineer range; all units have this range) and one outer "increased" range of 12 for when the pathfinding gets interrupted either by walls, terrain, or the hotkey (ACU range; all units have this range if pathfinding gets interrupted). I did not include the automatic issuing of the pathfinding interrupts in this mod, as I thought that it might not be fair (?). What are your thoughts on everything I have mentioned up to this point? Is this inteded or acceptable behaviour?

      Sidenode
      Hives are immobile by definition since they are structures. Their capture range is always 12, like the buildrange of an ACU, irrespective of their level or own build range value.

      Addendum
      I have uploaded the other part of the showcased functionality as a UI mod called "Instant Capture". As the name suggests, engineers within capture range of their target will immediately begin capturing, instead of first giving the target a kiss. It requires the UI mod "ReUI.Core" version 1.0.0 or higher to work.

      posted in General Discussion
      KatawungaK
      Katawunga
    • RE: [MOD UI] Advanced Target Priorities EVO - Presets management - New clean UI - Graphics enhancement - Free layout

      Very nice. Small thing: Can you make it such that the optional seperate window is pre-filled with all categories of the presets?

      posted in Modding & Tools
      KatawungaK
      Katawunga
    • Chicken guns bugged since update?

      Chickens sometimes (very often) dont fire their medium and big energy ball since the last update. This happened to me yesterday as well as today. The right arm for example opens continuously but doesnt fire.
      Replayid: 20401019
      I build multiple chickens and i think every chicken was somewhat effected by this.

      posted in Game Issues and Gameplay questions
      KatawungaK
      Katawunga
    • Giving a simple command to a unit

      Could someone explain to me how in LUA a move command can be given to a currently selected unit?

      posted in Modding & Tools
      KatawungaK
      Katawunga
    • RE: E does not reclaim for me

      The Game.prefs File was the problem. After deleting it everything worked fine.
      Thanks @Amygdala for the help 🙂

      posted in I need help
      KatawungaK
      Katawunga
    • E does not reclaim for me

      When clicking E with any builder, the reclaiming icon does not pop up. R and C for Repair and Convert do work however. I have to manually click the reclaiming button in the UI in order to activate the reclaiming mode. I checked the key bindings and it says e and shift e for reclaiming. Assining that to anything else also does not solve the problem. I deactivated all mods and it still does not work. I even started the base game from steam and it still does not work.
      What could be the issue here?
      And what should I provide for someone to be able to help me with this?

      posted in I need help
      KatawungaK
      Katawunga
    • RE: Steam shows i am ingame in Supcom when FAF is open

      Please make it optional

      posted in I need help
      KatawungaK
      Katawunga