• EternalStrategicIcons [UI]

    uimod eternal-modpack
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    Ctrl-KC
    Yeah, not rounded scale values are not good for sure, but that's at least possible after my patch
  • The Superior FAF Experience - Future Outlook

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  • CanPathTo function

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    R
    @jip I have been looking through the navutils.lua at all the functions. Using the PathToWithThreatThreshold() could make for much more responsive waves.
  • [MOD UI] Auto Hide UI Menu Elements

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  • Disable Unit Shields when Submerged

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    C
    You need OnLayerChange and EnableShield/DisableShield in Unit.lua for when a unit is moving into/out of water. You'll also need to modify EnableShield to prevent them from being turned on when in the water.
  • Any AIs that don't break with build restrictions?

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    D
    what restrictions youre talking about, depending on what you could try a script, but be aware that there is no easy solution. e.g. you could try make ai better with offensive with some formula. (the league of legends dev block contains some strong formula for that purpose)
  • Bring lod1 into the game

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    SaverS
    Hello everyone, dear CDRMV was able to help me with my problem. To make it more understandable: I also have a Personal Shield in my mech, which also has a LodCut and thus overrides the blueprint. Here is the adjusted data.[image: 1699385779940-53644b39-a5a2-4833-b731-03fcb5c0b83d-image.png] [image: 1699385801233-74c219e6-8e50-4286-bd33-dd06d6ab3a84-image.png] [image: 1699385843690-c5ffb795-2fa7-41ee-b717-41edd2e7b41b-image.png] I hope my mistakes can help others not to have them in the first place or to find a solution. Once again our community was the solution
  • How to Make Units that Upgrade

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    arma473A
    Can you have the T1 unit self-destruct at the end of the process? You probably want the T1 unit to leave no reclaim behind And it would be nice if you could transfer or copy orders from the T1 unit into the T2 unit
  • Lua Function to Clear Unit

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    JipJ
    it is likely Destroy, e.g. unit:Destroy()
  • What happend to the Orbital War Reborn mod?

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    L
    @CDRMV Yes, yes, I follow your work and find it excellent! Thanks for your hard work!
  • Reworked Strategic Icons

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    D
    Looks like unscouted units have their own icon. The ASI mod scaled their size along with the regular icons when it worked. Yeah, it would be really fun to have a separate icon pack for all unknown units. It would have definitely turned the game around)))
  • Advanced strategic icons mod

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    JipJ
    @A_M_B see also: https://forum.faforever.com/topic/6646/strategic-icon/8
  • Emojis [UI]

    uimod
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    R
    "Yes, there were intentions to integrate the mod, but inactivity of community made it impossible"
  • WIDGET: Strategic Launch Text Notification

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  • Mod suggestion... Reclaim counters...

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    GrimplexG
    @endranii said in Mod suggestion... Reclaim counters...: Grimplex All training of mine is done through 1v1 or me watching some horrible 1k team games.
  • TECH DEMO: Variable Teleport Costs

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    C
    @ComradeStryker Time required scales logarithmically according to log(teleport_distance), with a minimum time equal to UnitBlueprint.TeleportDelay. To answer your question in more detail, the following is the "the goods" as far as calculating cost is concerned: if bpEco.UseVariableTeleportCosts then -- New function here -- energy cost is dist^2 -- time cost is natural log of dist energyCost = math.pow(dist, 2) time = math.log(dist) -- clamp time to teleDelay if time < teleDelay then time = teleDelay end else -- original cost function executed here end You can add any combination of minimums, maximums, blueprint modifiers, range modifiers, or some crazy thing I could never even imagine, if it suits you.
  • Beam Weapon Firing over Heads of Units

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    S
    We use a fair bit of Wyvern with LOUD, so if you could specify the unit in question, I can have a look at the rigging and see if we solved it. I'll be honest though, quite a bit of Wyvern was lifted from other mods, so we discarded significant portions of it. If a second weapon is utilizing the same muzzle then this might explain your issue - the aim is being co-opted by the second weapon. Beams have no arc - whereas projectiles usually do, and the muzzle velocity, in conjunction with that arc, may in fact be raising the muzzle bone ever so slightly, throwing the aim off. You can test this by disabling the 2nd weapon temporarily, to remove any such interaction.
  • Coop defeat rules

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  • The Superior FAF Experience Mod

    Moved
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    veteranasheV
    Aircraft are vtol so they can hoverbomb, removing this mechanic goes against the game physics. I've never seen hoverbomb be op, and it's really easy for a maa to hit a hovering bomber
  • Air Movement: Klift, Kmove, Etc.

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    C
    Based on the comments on LiftFactor (though recognizing that you're the one who has experimented with it), it appears to be a limit on maximum vertical velocity, not acceleration/thrust. Also, I lead you down a bit of a garden path with all my thrust talk--unit weight exists in the blueprints, but it's unused (1 in all cases, except SACUs which are set to 0 for some reason?). Without specific unit weights (but really masses--not economic mass, but physical mass) the notion of thrust is a nonstarter, and I'd be very surprised if it shows up anywhere in the engine. Even projectiles (missiles, mostly) define acceleration, not thrust.