• Spawn Loaded Transports

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    R
    @relentless That worked perfect! Thanks!
  • Experimentals Wars 1.87 for gameversion 3652+(FAF)

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    H
    I dont know if this is an error or not but for some reason when the mod is enabled majority of the turrets when built all start pointing upwards? not sure why is there a way to fix this?
  • Repairing an old mod

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    SaverS
    Hello Marnix, when you started a game, did you use F9 (call up the log) to look at it to narrow down the error?
  • Unit Charging Line

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    R
    Heh, I figured it out shortly after posting. Appreciate the help.
  • Sparky - Field Engineer

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    R
    You should be able to define your own keyboard shortcut. See old forums https://forums.faforever.com/viewtopic.php?f=40&t=8230 You can include unit ids in selection and use smart selection also (see page 12 of URL )
  • Check for Specific Mods Loaded

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    C
    I have uses this in my Commander Survival Kit to Check If one of my Mods is activated. The Check is required for the Space Reinforcements Manager, which should be only available If a Player has activate my Space Mod (FBP Orbital). If Not the Space Reinforcements Manager is simple Not available for the Player If He plays the Commander Survival Kit Ingame. local GetFBPOPath = function() for i, mod in __active_mods do if mod.name == "(F.B.P.) Future Battlefield Pack: Orbital" then return mod.location end end end FBPOPath = GetFBPOPath() In other Files in CSK I Just use this Code to Check it: If FBPOPath then --Load Content or Functions else -- Empty = Do nothing end Really simple and easy This Code is located in /Mods/Commander Survival Kit/hook/Lua/Game.lua and appears in other Lua Files of CSK as Well. It works perfectly
  • mod request

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    C
    @rama So you want a mod that strips all air units of any ability to attack ground targets? perfect statment @CDRMV Why Not Just Disable them in the Unit Build Restrictions as mentioned from Jip? playing multiplayer, i have matches with nukes disabled. kinda makes it artilliary only and experamentals the biggest counter to artillary is the fortress shield. when people know there allowed they become abused with the settings ran looks like ai want a simple mod Unit:ChangeDamage(value) = satellite 0 damage Unit:ChangeDamage(value) = fortress 0 damage can someone make this?? thanks for some info @CDRMV
  • Question on SetCurrentFactoryForQueueDisplay engine method

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    C
    I investigated that in the course of the above and found that it automatically broke the chain when the circle was completed (might not apply in all cases).
  • stand-up animation like the GC

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    SaverS
    I hope it can help other people working on their own units or help improve the game. I had great support from other modders who gave me good tips. Thanks to everyone working on FAF
  • Error on Uploading Mod

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    RoweyR
    @Sheikah
  • Art of War (new Sim mod)

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  • This topic is deleted!

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  • Wish to open dialgue - Why mod-patch keeps getting dropped?

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    MadMaxM
    tm and black ops are maintained by Uveso and issues can be reported here https://forum.faforever.com/topic/361/total-mayhem-1-37-for-all-game-versions https://forum.faforever.com/topic/353/blackopsfaf-unleashed-only-for-faf-v22/87 https://forum.faforever.com/topic/354/blackopsfaf-exunits-only-for-faf-v21 https://forum.faforever.com/topic/352/blackopsfaf-acus-only-for-faf-v19, Brewlan has a git hub https://github.com/The-Balthazar/BrewLAN where you can make issues and balth will look at them and antares I'd steer well clear of, that mod uses copyrighted materials which is why its not on the vault
  • LUA Help with order

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    B
    @maudlin27 in discord they wrote that these are functions for the game and they are not available in UI mods. told to use this unit:GetGuardedEntity()
  • Check How Many Teams Alive

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    R
    Oh, thank you! Will look through it. The current method is simpler and does the task, but this looks to give an accurate team count.
  • Giving a simple command to a unit

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    UvesoU
    IssueMove(tableOfUnits, position) https://github.com/FAForever/fa/blob/deploy/fafdevelop/engine/Sim.lua#L870 Have in mind those command only work in the SIM-State of the game. That means all players need this mod installed in a network game or you will get desyncs. Before you ask, there is no move command for the UI-State of the game.
  • BlackOpsFAF-EXUnits only for FAF v21

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    UvesoU
    v21 (24.Apr.2023) Unit erl0301 Shadow Splitter - (Cloaked Bot) Fixed cloak Unit eal0301 Faithbreaker - (Teleport Harassment Bot) fixed teleport
  • Movable UI Mod

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    M
    It appears 4z0t's Scoreboard does work.
  • UI Mod request - Feature from BAR: move-line-drag

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    phongP
    I really like this suggestion. I wouldn't even mind if no distance calculations were done, and units just picked random points to go to. But judging by spread move, even that might be too taxing My alternate suggestion would be to add more formation-move templates, if possible, and maybe the ability to select a template based on a mouse gesture. I don't know the nuts and bolts of how formation move works, but it doesn't seem to suffer from the same performance issues as spread move. Concave templates, for starters, would finally make formation move useful, right now all of them are worse than the default move order. Is that a viable substitute if the original suggestion is too costly?
  • UI mod guide for the improving player

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    C
    Hey, I know it's been a while for this thread, but given that it has heavy criticsm of the ASI mod, I wonder what people think about this: [image: 1680477132349-a4bf4d4b-4117-42d9-a3e7-37badd5f235d-image.png] I've kept most of the basic icons, but I do really like idle engineers as well. I picked a less intrusive version of it, and I think I can clearly count tanks without zooming in, as well as seeing their unit type. I find the mex icons just really useful for me when it comes to quickly counting the number of enemy t2 mexes vs my own for instance.