• player statistics tool

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    maggeM
    AFAIK, the developer needs an auth method for his tool and can request such credentials from server admin, but the developer seems busy or not interested to maintain the code, nor to make it open source. The 4on4 was not supported since quite some time, and other stuff was broken, too.
  • Let 's fix a bug in BlackOpsFAF-Unleashed

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    Z
    @uveso oh my god, Mr.Uveso! Thanks for your reply! When I finish revising my paper, I will test your new work.
  • Mass extractor template snapping

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    No one has replied
  • Commander Survival Kit (A new SIM Mod)

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    C
    Hello everyone, its been a while since the latest Development Report of this Project. I want to present you the Development Progress for the next Version of the Commander Survival Kit. Lets Begin with the new Features and Improvements, which have been added into the Mod recently. New Designs: Note: The Command Center has been renamed into Reinforcement Center Aeon Tech 2 Reinforcement and Tactical Centers: [image: 1728085928893-bbf3f6d9-8c12-4944-8b8a-e9c80aa5c1ba-17280859231298191069851132840074.png] [image: 1728085911857-c1b0ea4f-b554-4757-b7ff-27e7760b2c76-172808587208774270992779253322.png] Seraphim Tech 2 Reinforcement and Tactical Centers: [image: 1728085855222-image-198.png] [image: 1728085962864-image-182.png] Naval Reinforcements Manager: The Naval Reinforcements Manager is now fully finished. In the next upcoming Version Players will be able to call Submarines, Frigates, Destroyers, Cruisers Battleships, Battlecruisers, Aircraft Carriers and more as Naval Reinforcements on the Map. [image: 1728086085617-1c646653-ea51-40f9-af1e-8693d18bbfc3-17280860800022382030111449361403.png] Available Units Section: In the previous Versions of the Mod all available Units Independent of the Techlevel, where included in this Section as callable Reinforcements. To make it more organized this Section has been separate into 4 switchable Pages Tech 1, Tech 2, Tech 3 and Experimental in Detail The fourth Page "Experimental" is usually disabled [image: 1728086130080-be1997f2-33d2-4db7-8c53-35b116ef3c7a-1728086117750343662707939246011.png] [image: 1728086161858-eee5d227-14ce-432a-8979-886000f33d76-17280861473022832169264418404092.png] [image: 1728086192973-0df5afb6-3cd8-4abd-8a27-c84889445ba6-17280861781627636770669135186974.png] Callable Experimental Reinforcements (Optional): In the next Version of the Commander Survival Kit. Experimental Units can be called as Reinforcements. They can be called from the fourth Page Experimental of the Available Units Section of each Reinforcements Manager. However there are usually Set to be Not callable in the Lobby. So Players will need to Set the Option to callable If they want to have Access to Experimental Reinforcements in the Match. UEF callable Experimental Land and Naval Reinforcements will be delivered with an Squadron of Cargo Gunships, which Transport them with Tractor Beam Emitters [image: 1728086316495-7f5337bb-b345-4985-aa9a-03b2d404337c-17280863120936740438933122539203.png] [image: 1728086425652-image-227.png] [image: 1728086503094-image-298.png] New Structures The next upcoming Version of the Commander Survival Kit will introduce some new Possibilities to Set Up an more Structure wise Gameplay compared to previous Versions HQ Communication Center (For all Factions): If you Set the specific Lobby Option to buildable the two Main Buttons of the two Managers will be available only If the Player builds the HQ Communication Center. This new buildable Structure on Tech 2 unlocks the two Main Buttons of the two Managers. It can only be builded once by each Player. If this Building get Destroyed you will lose the Access to both Managers as Well. So you will need to rebuild it to get the Access to both Managers Back. [image: 1728086567444-7d734060-6e2e-48ef-9875-ac95ce6bcf6d-17280865576743319700696594858294.png] [image: 1728086587659-34c4f62f-97db-4837-9961-4aba6a0d942e-17280865811112527338402470820719.png] [image: 1728086609174-40b4f72d-acf0-4df3-9561-a9a9ce3c60f2-17280865971563747906984610307013.png] [image: 1728086658561-image-123.png] Reinforcement and Tactical Point Storages (For all Factions): In the next Version of the Commander Survival Kit Players will be able to Increase the amount of Collectable Points of both Managers directly in the Match with these two Buildings. Each Player can only build one of these two Buildings. Both Buildings can be Upgraded from Level 1 to Level 5 which Increase the amount of Collectable Points of both Managers with 1000. You can Increase them to 5000 in total if you Upgrade both Buildings to Level 5. The Access to these two Buildings can be managed with thier own Lobby Option. Additionally the other two Lobby Options to Set an specific Value for the amount of Collectable Points of both Managers can be Set to 0 now. So you can now Play the Mod with Structures only to Manage both Managers directly in an Match. [image: 1728086700347-b1992c33-0a0b-40a4-a585-a135566bec05-17280866861364073409749805881084.png] [image: 1728086726066-e3f2b9e3-314e-4f68-b15b-cbfd50055bf7-17280867149756778504971636230258.png] [image: 1728086746071-832d5a46-c8c4-49b2-b564-474dbf9a4f30-17280867363928020009807439018081.png] [image: 1728086779694-1a04da39-e603-41a6-ab22-862369239955-17280867568798192600954562037031.png] [image: 1728086797182-0d50d7e3-0e7a-482a-850c-2f8ff9684fef-17280867901972140932200297378984.png] [image: 1728086816224-3b129756-71f6-4cd7-95f4-6a665472fa69-17280868074726438946673210314249.png] [image: %5B%5Berror:upload-ratelimit-reached%5D%5D] [image: %5B%5Berror:upload-ratelimit-reached%5D%5D] [image: 1728087433101-13b7782f-1c51-416d-80d1-006f0d53cfcd-17280874264324305297618664027619.png] [image: 1728087464987-26441c35-f3cf-4532-9bd6-1e9f42b71b48-17280874575091945238464710782476.png] New Drop Mechanics for UEF Land and Naval Reinforcements: Tech 1 and Tech 2 Land Reinforcements will now be delivered by two different Cargo Planes which Drop them with Parachutes. Tech 3 Land and all Naval Reinforcements will be delivered with an Cargo Gunship. [image: 1728087614769-image-256.png] [image: 1728087637780-image-269.png] [image: 1728087660908-image-204.png] [image: 1728087682477-ca918a53-cddb-426b-ab62-f321ce2cc97c-17280876741403459602586596864548.png] [image: 1728087706823-60829aac-be03-4565-9909-5a7154414d37-17280877015477955773098667674493.png] [image: 1728087724106-1a933b3d-5fd1-4837-9d11-32b7528feba0-17280877177027882879719238799305.png] [image: 1728087755804-fce2582c-bb21-4831-bac2-5f6044175179-17280877370736299714405106114581.png] Other new Lobby Options: Land. Air and Naval Reinforcements can now be managed with thier own Lobby Options. Example: If you don't want to have Air Reinforcements in your Match you can now fully Disable the Air Reinforcements Manager. Air Strikes have get their own Lobby Option as Well. So If you don't want to have any Air Strikes in your Match you can fully Disable them in the Lobby as Well. This Feature was Requested by @cychwa_klaymberg [image: 1728087835749-image-189.png] Currently in Development: The next upcoming Version of the Commander Survival Kit will introduce several new Air Strikes from Torpedo Bombers, Ground Attack Fighters and more. Drop Turrets and Devices Section: Players will be able to call Drop Turrets and other Support Devices in the next Version. Both have Access to the Enhancement Upgrades which can be used to Upgrade them with new Abilities, Weapons and other Effects. You can see here an Preview of the: UEF Drop Turret: [image: 1728087936776-f8bbb93e-857a-494c-9920-4fb0603b5c49-1728087930129430870520664849751.png] UEF Drop Repair Turret: [image: 1728088197615-8f70b3b5-e926-47ee-93c1-e7d33eeaf69c-1728088188438881626604420787528.png] UEF Drop Supply Station: [image: 1728088171033-image-176.png] They will Not be buildable by Engineers, ACUs or SACU's compared to regular Turrets. So they will be callable only by the Drop Turrets and Devices Section from the Fire Support Manager. More Details related to them will be presented in the next Development Report. Several other Improvements: The Spawn Mechanic of the Air Strikes, callable Air Reinforcements and Others which are similar to them has been Improved. Expandable Maps with Playedable Areas (such as Campaign Maps) are now supported by this Mechanic. Alright I think this is enough for this Report and gives you a nice Preview of what is coming in the next Version of the Commander Survival Kit, which will be Released in Dezember. If you want to Check Out the New Features before the new Version arrives in Dezember in Early Access. Please Download the GitHub Version of the Commander Survival Kit. Link https://github.com/CDRMV/Commander-Survival-Kit Stay tuned for the next Development Report Best regards CDRMV
  • AI Wave Survival Mod Information

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    S
    @Rama It's an instant crash. The game crashes and I see my desktop with a pop-up to close the crash report. There are no indicators beforehand. The log i posted was a crash for all ppl. no one could continue the game. I was first i think. EDIT: crash happend also for 3 of 8 ppl in a land / air map with default settings and 4 Mods. LOW ACU AI WAVE +2
  • UI mod request: show ally overflow

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    S
    @ctrl-k I would be happy with your scoreboard as well
  • Color coded strategic icons

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    FreadyFishF
    @arran Ah! That's right, I forgot the SMDs! For V4 they will have graduated from elemantary school, promise! Casts, I know.. sorry about that You know what, I will write some YT comments and ask if they want to try it!
  • Request for UI mod for TML auto pause

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    S
    There was an entire balance patch dedicated to resolve your issue https://patchnotes.faforever.com/pages/balance/2016/3655.html#tml Enjoy Though not with customization feature, that one is really for UI mod
  • Firey Explosions mod FAF

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    C
    @ZBC Hey ZBC, thank you so much for your hard Work to bring the classic Firey Explosions Mod to FAF. Looking forward for upcoming Updates and you own Explosion Mod in the future. Keep Up the good Work. Best regards CDRMV
  • UI mod request, stop base ctrl+k

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    IndexLibrorumI
    Better to just not execute it then. Don't want to accidentally have your com explode.
  • Get Hidden Map Area

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    C
    @Rama Hey Rama, It is possible to get the Information of the Hidden Area outside the Map Uveso has Show me an Way how to do that. I primary use it for several Spawn Mechanics of callable Reinforcements and the Airstrikes which are included in my Commander Survival Kit. So maybe it could help you for what you want. But you will probably need to modify the Code for your purposes. GetPlayableArea: This Function checks for the existence of an playable rectangle (area) on the map. If one exists it returns the playable rectangle (area) If not it simple returns the size of the map GetNearestPlayablePoint This Function checks whether the given unit position is outside the playable rechtangle (area).. If the Unit is located outside the Map it returns a new generated Vector inside the Playable Area If Not it doesn't return anything. The included Check for ScenarioInfo.type == 'skirmish' is optional So If you want to use the Code for specific Game Modes only you can use the Check. For example: Campaign, Skirmish or anything else. If you have any additional Questions related to this. I still have Contact with Uveso on Discord to pass them on to him. GetPlayableArea = function() if ScenarioInfo.MapData.PlayableRect then return ScenarioInfo.MapData.PlayableRect end return {0, 0, ScenarioInfo.size[1], ScenarioInfo.size[2]} end, GetNearestPlayablePoint = function(self,position) local px, _, pz = unpack(position) if ScenarioInfo.type == 'skirmish' then local playableArea = self.GetPlayableArea() -- keep track whether the point is actually outside the map local isOutside = false if px < playableArea[1] then isOutside = true px = playableArea[1] + 1 elseif px > playableArea[3] then isOutside = true px = playableArea[3] - 1 end if pz < playableArea[2] then isOutside = true pz = playableArea[2] + 1 elseif pz > playableArea[4] then isOutside = true pz = playableArea[4] - 1 end -- if it really is outside the map then we allocate a new vector if isOutside then return { px, GetTerrainHeight(px, pz), pz } end end end, Best regards CDRMV
  • HotBuild Overhaul

    uimod mods gameplay new
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    S
    Oh apparently because I had a "-" sign in the name of the hotkey, it didn't show.
  • 4DFAF Uploaded

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

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    R
    Looks like the Transport Bug has been squashed! Thank you very much! I am sure @Thracymachus14 will be pleased the unstoppable Airdrops are back.
  • game freezes

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    O
    @Jip found it https://replay.faforever.com/23066988 https://replay.faforever.com/22995896 https://replay.faforever.com/22988145 mods: ai wave survival ai-uveso blackops ACUs, EXUnits, Unleashed exp hive paragon for all total mayhem ultra shields Zen T2 &T3 walls
  • Remove black soot

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    IndexLibrorumI
    @cdrmv Perhaps someone can make a mod for this, as making this change is likely to be beyond what most people can do.
  • Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game

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    BlackrobeB
    Nice!
  • Advanced Intel (Work in Progress)

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    R
    @maudlin27 true... good idea
  • Need a hand with a table

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    R
    Pulling my head from my arse usually helps. Bad script... for k, v in self.RadarConeEntitiesTable do self:EnableIntel({self.RadarConeEntitiesTable[k]}) end Should be... for k, v in self.RadarConeEntitiesTable do v:EnableIntel('Radar') end
  • Messing around with unit intel and whats possible

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    R
    @evildrew don't need that many projects as each projectile would have a piece of the intel pie. So for 360 coverage, the cheap and easy way would be to 8 projectiles, each taking a 45 degree swath. (8×45=360) Keep in mind that as the projectiles travel away from the parent unit, you'd see large gaps within the sonar coverage if the intel radius was not being increased as the projectile traveled outwards. I've been using the following formula to spread out the radar entities, to make the nice cone... local angle = math.ceil(counter / 3.14) But for the sonar, it would be more like this... local intRadius = math.ceil(distanceTraveled/ 3.14) The intRadius would then be used to change th projectiles sonar radius. The whole thing would update every couple of game ticks, by first checking the distance traveled from the point of origin, then doing the simple formula above, before updating the sonar range. Easy as 3.14 Resin