• 1 Votes
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    UvesoU
    thanks for reporting back, i am glad i could help.
  • Creating your own Package for Emojis

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  • 0 Votes
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    F
    Thanks for looking at this. I was hoping that there is easy fix. Booth mods having this issue even if played separately with no other mods activated. 4th Dimension mod having issue with only these 2 units attached in first post. Antares unit pack having this issue with multiple units and URS_EnCl was one of afected units. I think something was changed in FAF that these units stoped working properly as 4th dimension units was working fine in vanila FA.
  • Missing file for ecomanger.

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    P
    Assist mex to build storages is now a built-in option, and not part of ecomanager. you can enable disable this feature from options. If ecomanager is performing a similar function, it might be pulling from internal lua file.
  • Wyvern Battle Pack v4 download inactive

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    UvesoU
    No problem at all. Thanks for verifying and reporting back!
  • Is there a way to automate structures builds? Mex specifically

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    UvesoU
    @K21 UI mods are not allowed to issue sim commands. If you want to move a unit, only a sim mod is allowed to do it.
  • UI mod for scouting

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    UvesoU
    https://forum.faforever.com/topic/1007/scouting-overlay-mod
  • I want to modify the existing Eco Overlay, where do I find it?

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    ValkiV
    @uveso said in I want to modify the existing Eco Overlay, where do I find it?: @Valki This is the PR from Speed where he patched the UI Resize to the game: https://github.com/FAForever/fa/pull/2994 Here you can easily see where the ui scales come from and how its used: This line gets the size value: https://github.com/FAForever/fa/pull/2994/files#diff-f09652486472504df9d483a2d6d1377cb1574b2a83db62c5c3a61a4d3cb0ec13R35 and here we use the new size in a UI element: https://github.com/FAForever/fa/pull/2994/files#diff-f09652486472504df9d483a2d6d1377cb1574b2a83db62c5c3a61a4d3cb0ec13R86 This way you should be able to patch your mod with UI scaling function. Thanks a lot, getting to learn github and working to find the required element now.
  • Force a gameover with mods

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    UvesoU
    @arma473 yes, exploding ACUs would look awesome, but its not needed codewise. You can simply set who is winner and who not and just call the the endgame function.
  • Zone Control

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    biassB
    I'll see if I can get someone to look into it
  • Reveal positions v.2 [UI][EXPLOIT][BANNABLE]

    uimod eternal-modpack
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    Eternal-E
    Closed List of banned exploits (updated 05.05.2021)
  • 1 Votes
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    C
    @uveso said in Benchmarking time spent in beat functions, 'avatar update' is very expensive: @crispweed i am hooking the beatfunction destructive because i test the function for a gamepatch. I plan to remove the beat throttling completely from the game. ( i can't see any speedimprovements here on my PC) OK. Got to say I did wonder how useful this throttling actually is. I mean, with the way this is setup, it seems like, as more units get created, and the game slows down, the 'throttled' functions are actually going to be run in more game ticks..
  • Engy mod-where is the script stored?

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    Dragun101D
    You could do a destructive hook. Or you could your changes on a factional level. If you want to look, the SCTA, has its own version of Engi Mod.
  • Nvidia cursor fix v3 crash

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    Z
    If you have the newest nvidia driver then it should be fixed and you do not need the mod anymore.
  • Emojis in lobby

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  • Rebuilt mini Map v.1 [UI] + Advanced + Extra

    uimod eternal-modpack
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    E
    @Eternal- cool stuff
  • Deaf Archon [UI][Beta]

    uimod eternal-modpack
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    K
    @arma473 yes, the tournament will have 1 commander and a common army for two players
  • This topic is deleted!

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  • T2 Mass Storage having opposite effect - Jagged + others

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    G
    I wonder if Jagged uploaded it. I can see the "author" in the vault but not the up loader. In any case I found out the fixes from the error messages. Whoever renamed the module "Jaggeds_Infrastructure_Pack 3.0" did NOT modify the source lines in various LUA files with import and iconpath statements referring to the original Mod's path. So multi-file edit - search for "Jaggeds_Infrastructure_Pack" replace with "Jaggeds_Infrastructure_Pack 3.0" With this fix in place and testing - T2 storage now works as expected.
  • Why is this merge mod not working?

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    RoweyR
    @Gladry Seems a bit of Miss Communication. what i would do is the following UnitBlueprint { BlueprintId = "tbu0029", Merge = true, Weapon = { { Damage = 30, }, {}, }, } UnitBlueprint { BlueprintId = "gmrb402", Merge = true, Intel = { VisionRadius = 20, }, Weapon = { { Damage = 30, }, {}, }, }