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    BlackOpsFAF-Unleashed only for FAF v24

    Scheduled Pinned Locked Moved Modding & Tools
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    • UvesoU Offline
      Uveso
      last edited by

      @Doompants

      i don't see where black ops is changing the aircrash damage of Ahwassa or Czar.

      the citadel has 10880 damage based on the mass spent for building the unit. (48960 / 4.5 = 10880)
      my formula for the calculation is:

      Damage = math.round(uBP.Economy.BuildCostMass / 4.5)
      DamageRadius = uBP.SelectionSizeX + uBP.SelectionSizeZ) / 2
      

      Of course I can also use your numbers.
      (do you mind to share you formula for me so i can calculate all units with it ?)

      DoompantsD 2 Replies Last reply Reply Quote 0
      • DoompantsD Offline
        Doompants @Uveso
        last edited by

        @uveso

        So my SUPER scientific method was to spawn a series of T3 Land HQ (16000 HP) and use ctrl-k to drop things on them. Lol.

        I don't know what has changed the Ahwassa either, but it very reliably reduced a 16000 hp factory to 8000 hp. Likewise, a 10000hp SACU portal would be left with 2000hp. I don't know much about blueprints, but I couldn't find anything from poking around in the hooks either, which is where I thought it would be, right? And I don't use any other Sim Mods that would touch any units, let alone the Ahwassa, so I don't know why it's doing 8000 instead of 7000.

        Czar is the real concern though. It was killing a 16000hp Factory dead, so it's doing more than twice the 7000 damage it's supposed to be doing. I couldn't find air crash damage for it either tho.

        As for what numbers to update the other BlackOps Units to -- If the balance team sees fit to reduce the Ahwassa and Czar to 7000 damage, I just figured using 7000 as the maximum for other large flying experimentals like the Citadel and the Gargantuan made sense. I don't have a fancy formula, except to bring them in line with the others.

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        • DoompantsD Offline
          Doompants @Uveso
          last edited by

          @uveso

          Ok, hold on... I'm testing a vanilla game and the Ahwassa is doing 8000 damage, not 7000, so maybe this isn't a BlackOps issue.

          @Jip ? Is it possible there's an error in the patch notes, or the damage the Ahwassa got changed to?

          1f238bf0-5131-4e9f-9ac5-3f9adeeb9e8b-image.png

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          • RoweyR Offline
            Rowey
            last edited by Rowey

            @Doompants all air experiments crash damage was nerfed in the latest balance patch. Of Thier is a typo in patch notes le me known and I'll check them tomorrow

            "The needs of the many outweigh the needs of the few" - Spock

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            • DoompantsD Offline
              Doompants @Rowey
              last edited by

              @rowey

              Thx, yes I know about the crash damage nerf. That's what we're trying to troubleshoot for the BlackOps mod.

              But patch notes say the Ahwassa is supposed to do 7000 damage, and as you can see from my screenshot it's been doing 8000 hitting that factory (also tested with Quantum portals). Maybe I'm missing something else about crash damage, but this is happening both with BlackOps on, and with Vanilla (BlackOps off).

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              • RoweyR Offline
                Rowey
                last edited by Rowey

                https://github.com/FAForever/fa/blob/develop/units/XSA0402/XSA0402_unit.bp#L623

                The crash DMG is 7000

                I'll change notes accordingly

                "The needs of the many outweigh the needs of the few" - Spock

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                • JipJ Offline
                  Jip
                  last edited by Jip

                  @Rowey / @Doompants

                  Your observations are correct, the Ahwassa can do more than 7000 damage crash damage.

                      OnKilled = function(self, instigator, type, overkillRatio)
                          self.detector = CreateCollisionDetector(self)
                          self.Trash:Add(self.detector)
                          self.detector:WatchBone('Nose_Extent')
                          self.detector:WatchBone('Right_Wing_Extent')
                          self.detector:WatchBone('Left_Wing_Extent')
                          self.detector:WatchBone('Tail_Extent')
                          self.detector:EnableTerrainCheck(true)
                          self.detector:Enable()
                          
                          SAirUnit.OnKilled(self, instigator, type, overkillRatio)
                      end,
                  
                      OnAnimTerrainCollision = function(self, bone,x,y,z)
                          DamageArea(self, {x,y,z}, 5, 1000, 'Default', true, false)  --- <-- additional damage
                          explosion.CreateDefaultHitExplosionAtBone( self, bone, 5.0 )
                          explosion.CreateDebrisProjectiles(self, explosion.GetAverageBoundingXYZRadius(self), {self:GetUnitSizes()})
                      end,
                  

                  When killed it adds various terrain detection detectors to various bones (points) of the unit. When those intersect with the terrain they create a flash and do an additional 1000 damage.

                  A work of art is never finished, merely abandoned

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                  • JipJ Offline
                    Jip
                    last edited by

                    @Rowey it is likely better to phrase it as the minimum crash damage that is reduced, as the real crash damage depends on how the air unit ends up colliding with the terrain.

                    A work of art is never finished, merely abandoned

                    RoweyR 1 Reply Last reply Reply Quote 0
                    • RoweyR Offline
                      Rowey @Jip
                      last edited by

                      @jip may want to let the balance team aware of this too

                      "The needs of the many outweigh the needs of the few" - Spock

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                      • JipJ Offline
                        Jip
                        last edited by

                        I've made them aware of it with the CZAR. But for completeness:

                        @Tagada / @TheWheelie : the crash damage reductions reduce the minimum amount of damage an air experimental can deal. Due to terrain intersection detectors an additional 1K to 2K damage can be dealt. Therefore your changelog is not accurate: the minimum crash damage is reduced, but not the actual crash damage.

                        A work of art is never finished, merely abandoned

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                        • T Offline
                          Tagada Balance Team
                          last edited by

                          Isn't the actual crash damage reduced as well? It's just that the value in the BP is the minimal rather than possible crash damage for some units.

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                          • JipJ Offline
                            Jip
                            last edited by

                            The total sum is reduced, yes - but these are separate instances of damage

                            A work of art is never finished, merely abandoned

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                            • UvesoU Uveso referenced this topic on
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                            • DoompantsD Offline
                              Doompants
                              last edited by

                              Hello friends. 😄

                              New issue with BlackOps after dev patch 3751.

                              Each faction has an Anti-Teleport tower, one at T2 and one at T3. These towers have suddenly started providing cloaking in the same radius as the anti-teleport range (brown intel circle).

                              Here's a quick cheated base that shows everything getting cloaked at the moment of completion.
                              Have confirmed that it is not a visual bug, and that the cloaking is legitimate (enemies can see radar blips, but no visual of structures without Omni units like t3 scouts).

                              https://replay.faforever.com/19405163

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                              • UvesoU Offline
                                Uveso
                                last edited by

                                @Jip

                                this is the line that is no longer working:

                                self:DisableUnitIntel('unitScript', 'CloakField') -- Used to show anti-tele range
                                

                                https://github.com/Uveso/BlackOpsFAF-Unleashed/blob/master/units/BAB4209/BAB4209_script.lua#L24

                                executing self:DisableUnitIntel('CloakField') without "unitScript" will disable the cloak correctly.

                                Do we fix this in the game or in the mod?

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                                • JipJ Offline
                                  Jip
                                  last edited by

                                  Good question, I'll look into it this weekend. For now you can fix it in the mod.

                                  A work of art is never finished, merely abandoned

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                                  • DoompantsD Offline
                                    Doompants
                                    last edited by Doompants

                                    Also -

                                    Cybran blackops t3 bot 'Shadow Splitter' has lost its cloaking ability.

                                    No replay here. Just spawn units using cheat and you can see they won't cloak.

                                    The toggle for cloaking ability appears on the UI with unit selected, but it does nothing.

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                                    • UvesoU Offline
                                      Uveso
                                      last edited by

                                      thanks for reporting!

                                      i also found several units in other mods that are not working.
                                      Maybe we need to fix that in game after all.

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                                      • DoompantsD Offline
                                        Doompants
                                        last edited by

                                        Hehe. So the problem with Blackops anti teleport towers having a massive cloaking field is also happening with the Aeon t3 teleporting air transport. 😄

                                        We had someone build one in the last phantom game, and it cloaked his entire base plus half of each if his neighbor's. Lol

                                        I know we are starting to get a bit of a shopping list of things that need updates in Black Ops. Does it help anyone if I make a check list? Or do you have a bug tracker or something somewhere to keep track of this stuff?

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                                        • JipJ Offline
                                          Jip
                                          last edited by

                                          @Doompants a check list (with unit ids + the behavior) would be nice, yes

                                          A work of art is never finished, merely abandoned

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                                          • DoompantsD Offline
                                            Doompants @Jip
                                            last edited by Doompants

                                            @jip @Uveso -- This is everything we're aware of ATM. I'm sorry I have no programming experience. I'm an ADHD squirrel most days, but I swear if I find time, this almost makes me consider it. lol.

                                            • Several BlackOps Units with teleporting or anti-teleporting abilities (using 'unitScript', 'CloakField' to show radius) are generating massive cloak fields.

                                            Units affected: All BlackOps T2 and T3 anti-teleport towers, Also BAA0309 (Aeon t3 transport 'Illuminate'). Other teleporting units, ACUs and SACUs are fine.

                                            • Several BlackOps Teleporting units have teleport button on UI, but can no longer teleport

                                            *Units affected: BAA0309 (Aeon t3 transport 'Illuminate'), EAL0301 (Aeon t3 harassment bot 'Faithbreaker'). Teleporting ACUs and SACUs are fine *

                                            • Several BlackOps Cloaking units have cloaking toggle button on UI, but can no longer self-cloak (note that cybran transport cloaks others, but not itself as it used to). Cloaking ACU upgrades and buildings are fine.

                                            Units affected: BRA0309 (Cybran t3 Transport 'Vanisher'), ERL0301 (Cybran Cloaking Bot 'Shadow Splitter').

                                            • BlackOps Cybran ACU maser upgrade becomes bugged (fires erratically or not at all) after riding in transport.

                                            Units affected: ERL0001 (BlackOps Cybran Armored Command Unit). Note that this behavior was fixed previously for Vanilla ACU (URL0001).

                                            • Crash Damage on Czar is still ~16000 (can't find in blueprint where that is listed). If it can't be easily balanced to vanilla values, can BlackOps Czar be removed (use vanilla)? Alt-fire mode is kinda OP anyways.

                                            *Units affected: UAA0301 (BlackOps Czar).

                                            • as per @Nari , attack drones have stopped working at some point. They spawn with the units they are atteched to and then do nothing (or in the case of the Tempest, they land in the tempest like a carrier and cannot be reactivated)

                                            Units affected: BEL0402 (UEF Experimental Assault Bot 'Goliath MK II'), BSL0401 (Seraphim Experimental Hover Tank 'Yenzotha'), UAS0401 (BlackOps version of Aeon Experimental Battleship 'Tempest').

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