@Uveso That's the best news I've heard in a while! I will test it soon, thanks for your great work, best wishes!
Posts made by ZBC
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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
@uveso oh my god, Mr.Uveso! Thanks for your reply! When I finish revising my paper, I will test your new work.
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RE: Firey Explosions mod FAF
@exselsior Oh, looks like I misunderstood him. Since I'm not from an English-speaking country, I had to use translation software to communicate with you all, which may have led to some misunderstandings, for which I apologize.
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RE: Firey Explosions mod FAF
@nuggets Who cares? I just do what I can, not for anyone in particular.
It looks like my translation software translated your words less than kindly(fxxk Baidu), so please accept my apologies if I misunderstood you.
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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
@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! -
RE: Let 's fix a bug in BlackOpsFAF-Unleashed
@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. -
RE: Firey Explosions mod FAF
@nomads Oddly enough, I'm also using one of the 7zip distributions (Nana zip) to package the files. May be questions of network caused the uploaded files to be corrupted. I will repackage and upload them.
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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
@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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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
@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. -
RE: Let 's fix a bug in BlackOpsFAF-Unleashed
@blackrobe If you have found any bugs in blackops, please tell me and I will try to fix them XD.
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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
Now, enjoy the cool transformations of CZAR!
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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
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’,” -
RE: Let 's fix a bug in BlackOpsFAF-Unleashed
In the mod, CZAR loses the shield but has a second weapon, the comment in the lua code reads “Button pressed, czar cannot build or store any units, enable new weapons take extra damage, use the DoTakeDamage function and a self.damageMod = 1.0 self.damageMod = 1.2, unit.lua line 781”, and then the CZAR morphs to resemble a blooming flower, thus unleashing a much more powerful more powerful attacks. However, in the file “BlackOpsFAF-Unleashed\hook\units\UAA0310\UAA0310_unit.bp”, there is an error that prevents this morphing animation from being played correctly.
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Let 's fix a bug in BlackOpsFAF-Unleashed
First of all, Mr. Uveso must be thanked for his work, without him we would never be able to play this classic mod again on the FAF platform, but now I have to point out one of his little mistakes in UAA0310 (T4 Experimental Aircraft Carrier CZAR).
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RE: Firey Explosions mod FAF
@zhanghm18
Thanks for your support! Because I'm not the real author of this mod, I won' t change any features of this mod (which may cause copyright infringement ) I only adapted it to the latest version game of FAF,without any effect, textures, or function changed(which would probably be blasphemy to a decade-old classic mod), that 's all.
One day if I have some idea and enough technical skills, I will make my own explosion mod,just as RK did. -
RE: Firey Explosions mod FAF
The latest version has been uploaded. Any testing and feedback is welcome!
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RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game
And, you need to add the following definition to the beginning of the moded defaultexplosions.lua file:
"local SDEffectTemplate = import('/mods/rks_explosions/lua/SDEffectTemplates.lua')
local NEffectTemplate = import('/mods/rks_explosions/lua/NEffectTemplates.lua')"
Then you'll see that the mod will almost work (but there are still some units with incorrect fire effects, such as the Experimental Bomber, which will require some more detailed modifications, which I'm still working on) -
RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game
Then, let's go to the FAF github repository to find a key file:
https://github.com/FAForever/fa/blob/develop/lua/defaultexplosions.lua
Download it and compare it to rks_explosions\hook\lua\defaultexplosions.lua;
We can see that the contents of the function “CreateScalableUnitExplosion” have changed considerably. That is why the mod doesn't work properly.
A simple solution is to overwrite the defaultexplosions.lua file in the mod with the same file in FAF, and then using your text editor, modify"function CreateScalableUnitExplosion "to the following form:
function CreateScalableUnitExplosion(unit, debrisMultiplier, circularDebris)debrisMultiplier = debrisMultiplier or 1 circularDebris = circularDebris or false if unit and (not IsDestroyed(unit)) then if IsUnit(unit) then -- cache blueprint values local blueprint = EntityGetBlueprint(unit) local sx = blueprint.SizeX or 1 local sy = blueprint.SizeY or 1 local sz = blueprint.SizeZ or 1 -- cache stats local army = unit.Army local boundingXZRadius = 0.25 * (sx + sz) local boundingXYZRadius = 0.166 * (sx + sy + sz) local volume = sx * sy * sz local layer = unit.Layer -- data for emitters / shaking local baseEffects = false local environmentEffects = false local shakeTimeModifier = 0 local shakeMaxMul = 1 if layer == 'Land' then -- determine land effects if boundingXZRadius < 1.1 then baseEffects = NEffectTemplate.ExplosionSmallest elseif boundingXZRadius > 3.75 then -- large units cause camera to shake baseEffects = NEffectTemplate.ExplosionSmall ShakeTimeModifier = 1.0 ShakeMaxMul = 0.25 else baseEffects = NEffectTemplate.ExplosionSmaller end -- environment effects (splat / decal creation) local position = EntityGetPosition(unit) local scorchRotation = 6.28 * Random() local scorchDuration = 200 + 150 * Random() local scorchLOD = 300 + 300 * Random() if boundingXZRadius > 1.2 then CreateDecal( position, scorchRotation, UpvaluedScorchDecalTextures[Random(1, ScorchDecalTexturesN)], '', 'Albedo', boundingXZRadius, boundingXZRadius, scorchLOD, scorchDuration, army ) else CreateSplat( position, scorchRotation, UpvaluedScorchSplatTextures[Random(1, ScorchSplatTexturesN)], boundingXZRadius, boundingXZRadius, scorchLOD, scorchDuration, army ) end elseif layer == 'Air' then -- determine air effects if boundingXZRadius < 1.1 then baseEffects = ExplosionSmallAir elseif boundingXZRadius > 7 then -- large units cause camera to shake baseEffects = ExplosionLarge ShakeTimeModifier = 1.0 ShakeMaxMul = 0.25 else baseEffects = ExplosionMedium end elseif layer == 'Water' then -- determine water effects if boundingXZRadius < 2 then baseEffects = ExplosionSmallWater elseif boundingXZRadius > 3.6 then -- large units cause camera to shake baseEffects = ExplosionMediumWater ShakeTimeModifier = 1.0 ShakeMaxMul = 0.25 else baseEffects = ExplosionMediumWater end -- environment effects if boundingXZRadius < 1.0 then environmentEffects = Splashy end end -- create the emitters if baseEffects then CreateEffectsOpti(unit, army, baseEffects) end if environmentEffects then CreateEffectsOpti(unit, army, environmentEffects) end -- create the flash CreateLightParticle( unit, -1, army, boundingXZRadius * (2 + 1 * Random()), -- (2, 3) 10.5 + 4 * Random(), -- (10.5, 14.5) 'glow_03', 'ramp_flare_02' ) -- determine debris amount local amount = debrisMultiplier * MathMin(Random(1 + (boundingXYZRadius * 6), (boundingXYZRadius * 15)) , 100) -- determine debris velocity range local velocity = 2 * boundingXYZRadius local hVelocity = 0.5 * velocity -- determine heading adjustments for debris origin local heading = -1 * unit:GetHeading() -- inverse heading because Supreme Commander :) local mch = MathCos(heading) local msh = MathSin(heading) -- make it slightly smaller so that debris originates from mesh and not from the air sx = 0.8 * sx sy = 0.8 * sy sz = 0.8 * sz -- create debris for i = 1, amount do -- get some random numbers local r1, r2, r3 = Random(), Random(), Random() -- position somewhere in the size of the unit local xpos = r1 * sx - (sx * 0.5) local ypos = 0.1 * sy + 0.5 * r2 * sy local zpos = r3 * sz - (sz * 0.5) -- launch them into space local xdir, ydir, zdir if circularDebris then xdir = velocity * r1 - (hVelocity) ydir = velocity * r2 - (hVelocity) zdir = velocity * r3 - (hVelocity) else xdir = velocity * r1 - (hVelocity) ydir = boundingXYZRadius + velocity * r2 zdir = velocity * r3 - (hVelocity) end -- choose a random blueprint local bp = ProjectileDebrisBps[MathMin(ProjectileDebrisBpsN, Random(1, i))] EntityCreateProjectile( unit, bp, xpos * mch - zpos * msh, -- adjust for orientation of unit ypos, xpos * msh + zpos * mch, -- adjust for orientation of unit xdir * mch - zdir * msh, -- adjust for orientation of unit ydir, xdir * msh + zdir * mch -- adjust for orientation of unit ) end -- do camera shake EntityShakeCamera(unit, 30 * boundingXZRadius, boundingXZRadius * shakeMaxMul, 0, 0.5 + shakeTimeModifier) end end
end