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    4DFAF Uploaded

    Scheduled Pinned Locked Moved Modding & Tools
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    • IndexLibrorumI Offline
      IndexLibrorum Global Moderator
      last edited by

      For the uninitiated (me), what does this mod add?

      "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

      See all my projects:

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      • R Offline
        Resin_Smoker @Blackrobe
        last edited by Resin_Smoker

        @blackrobe the Naval mine is built on the surface and then should sink to deploy. It's a one way animation event.

        Edit: There shouldn't be a toggle. Will check again later.

        There are some instances with mines that they are seen. The way the game handles stealth and Intel, it couldn't be helped. Only other option would be to make the mines non-detectable by all units, even Omni. What are your thoughts on this?

        Kykhu Oss https://youtu.be/JUgyGTgeZb8
        Unit Thrower https://youtu.be/iV8YBXVxxeI
        Beam Tentacle https://youtu.be/le5SNwHvC4c
        Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
        Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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        • R Offline
          Resin_Smoker @IndexLibrorum
          last edited by Resin_Smoker

          @indexlibrorum In its current form, fourteen custom UEF units. With three of them being experimentals.

          Check out the following videos from 15 years ago. (Yeah its been a long time) And check out some of the snippet videos in my signature, these are also from 4th-D / 4DC.

          https://youtu.be/qGJLD2CByvI?si=xHJ2THKmU4j6FJMU

          https://youtu.be/4XA7mBDGvnI?si=6LBuSGTGNanRdunf

          Kykhu Oss https://youtu.be/JUgyGTgeZb8
          Unit Thrower https://youtu.be/iV8YBXVxxeI
          Beam Tentacle https://youtu.be/le5SNwHvC4c
          Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
          Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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          • F Offline
            foxy_pj
            last edited by

            Great. Thank you.

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            • R Offline
              Resin_Smoker @Blackrobe
              last edited by Resin_Smoker

              @blackrobe corrected the issue with the Naval mine and re-confirmed that they do have stealth for all but Omni.

              Edit: Will release an update in a few days. Want to sort out the trash bags for the units using attached emitter effects. Got most of this done, but experimentals can take a while due to testing being pretty lengthy for them.

              Kykhu Oss https://youtu.be/JUgyGTgeZb8
              Unit Thrower https://youtu.be/iV8YBXVxxeI
              Beam Tentacle https://youtu.be/le5SNwHvC4c
              Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
              Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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              • R Offline
                Resin_Smoker @foxy_pj
                last edited by Resin_Smoker

                @foxy_pj Me confused... Edit NM, just saw the PM.

                Your welcome.

                Kykhu Oss https://youtu.be/JUgyGTgeZb8
                Unit Thrower https://youtu.be/iV8YBXVxxeI
                Beam Tentacle https://youtu.be/le5SNwHvC4c
                Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

                BlackrobeB 1 Reply Last reply Reply Quote 0
                • BlackrobeB Offline
                  Blackrobe @Resin_Smoker
                  last edited by

                  @resin_smoker No worries Resin. I was gunna say that stealth and cloak for all but omni is good. If you have a look at the BrewLAN Mod, he has T1/T2/T3 mines that can go on land and submerse in water; and they are cloaked and stealthed to all but omni as well. If you see what he's done, It should help so you can adapt your mines the same so you see them as cloaked in FAF.

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                  • R Offline
                    Resin_Smoker @Blackrobe
                    last edited by Resin_Smoker

                    @blackrobe I just used the standard in game cloak / stealth, as It's simple and works. Though I'll give the Mod you've suggested a deep look.

                    One thing to consider... The way that intel is setup "Structures" once seen, can not be un-seen, even after Intel is removed. Thus, I've setup the mines as either Land or Naval units, which allows them to once again be un-seen once the Omni source has been removed. (They just can't move) This should make them a bit more viable / functional in longer games as a result.

                    Side note: I really hate that Intel perma-detects structures in this way, and would advise the FAF Dev's to address this issue. Far as I'm concerned, Intel is too powerful, too cheap, and has too great of an area of effect (especially on smaller maps).

                    -Resin

                    Kykhu Oss https://youtu.be/JUgyGTgeZb8
                    Unit Thrower https://youtu.be/iV8YBXVxxeI
                    Beam Tentacle https://youtu.be/le5SNwHvC4c
                    Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                    Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                    • R Offline
                      Resin_Smoker
                      last edited by Resin_Smoker

                      Just took a look at the BrewLan mines, specifically unit SEB2220. Looks like he's also using the standard intel system for stealth, along with the "Suicide" weapon trigger event.

                      --Snippet from the units blueprint
                      Intel = {
                              Cloak = true,
                              RadarStealth = true,
                              SonarStealth = true,
                              VisionRadius = 0,
                              OmniRadius = 1,
                          },
                      
                      SEB2220 = Class(MineStructureUnit) {
                          Weapons = {
                              Suicide = Class(MineStructureUnit.Weapons.Suicide) {
                         			FxDeathLand = EffectTemplate.TSmallYieldNuclearBombHit01,
                              },
                          },
                      }
                      TypeClass = SEB2220
                      

                      Only significant change here is that the mines are using there own Omni Intel rather than other types. Thus the mines can see thru stealthed units. But notice that the mines are all labeled as Structures. This means once they've been discovered via Omni that they will always remain so, even after Omni has been removed.

                      In comparison from 4DFAF unit UEB2102 (yes the identifier shows it as a structure but its not. This is deliberate)

                      --Snippet from the unit blueprint
                      	Intel = {
                      		Cloak = true,
                      		RadarStealth = true,
                      		VisionRadius = 2,
                      	},
                      
                      -----------------------------------------------------------------------------
                      --	File	 : /units/ueb2102/ueb2102_script.lua
                      --
                      --	Author(s): EbolaSoup, Resin Smoker, Optimus Prime, Vissroid, Domino
                      --
                      --	Summary  : UEF Basic Land Mine Script
                      --
                      --	Copyright © 2024 4DFAF, All rights reserved.
                      -----------------------------------------------------------------------------
                      
                      local bombWeap = import('/lua/sim/DefaultWeapons.lua').KamikazeWeapon
                      local emtBpPath = ('/effects/emitters/')
                      local TLandUnit = import('/lua/terranunits.lua').TLandUnit
                      local util = import('/lua/utilities.lua')
                      
                      --Mine custom FX Tables
                      local mineFX = {
                      	emtBpPath .. 'destruction_explosion_concussion_ring_01_emit.bp',
                      	emtBpPath .. 'tti_dirt02_large01_01_emit.bp',
                      	emtBpPath .. 'tti_dirt02_large01_02_emit.bp',
                      }
                      
                      ueb2102 = Class(TLandUnit) {
                      
                      	Weapons = {
                      
                      		Suicide = Class(bombWeap) {
                      			OnFire = function(self)
                      				--Check to see if mine has already fired once
                      				if not self.unit.Detonated then
                      
                      					--Set flag true
                      					self.unit.Detonated = true
                      
                      					--Trigger FX
                      					self.unit:DetonateFX()
                      
                      					--Callback to KamikazeWeapon to perform damage
                      					bombWeap.OnFire(self)
                      				end
                      			end,
                      		},
                      	},
                      
                      	OnCreate = function(self,builder,layer)
                      		TLandUnit.OnCreate(self)
                      		 --Set hitbox
                      		self:SetCollisionShape('Sphere', 0, 0, 0, 0.5)
                      
                      		--Make the mine uncapturable
                      		self:SetCapturable(false)
                      
                      		--Enable stealth
                      		self:EnableIntel('Cloak')
                      		self:EnableIntel('RadarStealth')
                      
                      		--Set flag to prevent multiple firings
                      		self.Detonated = false
                      	end,
                      
                      	OnDamage = function(self, instigator, amount, vector, damagetype)
                      		--Trigger mine detonation if the mine is damaged
                      		if self and not self:IsDead() and not self.Detonated then
                      			self:GetWeaponByLabel('Suicide'):FireWeapon()
                      		end
                      
                      		--Null the damage amount so the unit attacking the mine doesnt earn a kill counter, as it just triggered the detonation instead
                      		amount = 0
                      		TLandUnit.OnDamage(self, instigator, amount, vector, damagetype)
                      	end,
                      
                      	DetonateFX = function(self)
                      		--Sound FX
                      		self:PlayUnitSound('Detonate')
                      
                      		--Do local calls
                      		local army = self:GetArmy()
                      		local pos = self:GetPosition()
                      		local bp = self:GetBlueprint()
                      		local ran = util.GetRandomFloat(0.75, 1.0)
                      		local myWeapon = self:GetWeaponByLabel('Suicide')
                      
                      		--Disable the weapon to prevent them triggering more than once
                      		self:SetWeaponEnabledByLabel('Suicide', false)
                      
                      		--Make FX and decals
                      		for k, v in mineFX do
                      			local mineEmitter01 = CreateEmitterAtBone(self,-2,army,v):ScaleEmitter(0.5)
                      			self.Trash:Add(mineEmitter01)
                      		end
                      		CreateDecal( pos, util.GetRandomFloat(0,2*math.pi), 'nuke_scorch_001_normals', '', 'Alpha Normals', 1 + ran, 1 + ran, 150, 60, army )
                      		CreateDecal( pos, util.GetRandomFloat(0,2*math.pi), 'nuke_scorch_002_albedo', '', 'Albedo', 2 + ran, 2 + ran, 150, 60, army )
                      
                      		--Shake camera
                      		self:ShakeCamera(myWeapon:GetBlueprint().DamageRadius, 0.5, 0.25, 1)
                      	end,
                      
                      }
                      TypeClass = ueb2102
                      

                      Biggest difference here is that the 4DC mines have more destruction effects, impact shake and leave craters.

                      Kykhu Oss https://youtu.be/JUgyGTgeZb8
                      Unit Thrower https://youtu.be/iV8YBXVxxeI
                      Beam Tentacle https://youtu.be/le5SNwHvC4c
                      Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                      Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                      • R Offline
                        Resin_Smoker
                        last edited by

                        Uploaded V2 with bug corrections.

                        Kykhu Oss https://youtu.be/JUgyGTgeZb8
                        Unit Thrower https://youtu.be/iV8YBXVxxeI
                        Beam Tentacle https://youtu.be/le5SNwHvC4c
                        Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                        Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

                        1 Reply Last reply Reply Quote 1
                        • J Offline
                          J_W_W
                          last edited by

                          Very cool that you are bringing the 4th dimension to FAF!
                          I knew the mod existed, had seen some cool videos in the past, but it didn't work with the current versions of FAF.

                          As FAF has so many improvements over the original, I haven't used the mod before.
                          Looking forward to change that soon, many thanks for the past and present effort!

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                          • R Offline
                            Resin_Smoker @J_W_W
                            last edited by

                            @j_w_w V6 is available now.

                            Kykhu Oss https://youtu.be/JUgyGTgeZb8
                            Unit Thrower https://youtu.be/iV8YBXVxxeI
                            Beam Tentacle https://youtu.be/le5SNwHvC4c
                            Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                            Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

                            1 Reply Last reply Reply Quote 1
                            • J Offline
                              J_W_W
                              last edited by

                              Great! Will probably have some time later this week to try it!

                              1 Reply Last reply Reply Quote 1
                              • BlackrobeB Offline
                                Blackrobe
                                last edited by

                                @Resin_Smoker

                                Some minor bugs:

                                Seraphim:

                                • T2 Shield Drone no longer works.

                                Aeon:

                                • T2 Abolisher Beam Cannon Gunship seems to not have defensive teleportation option or ability (?)
                                • Predator Sniper Bot doesn't display any information in T2 Land Factory when hovering arrow over it.

                                Cybran:

                                • T2 Termite Stealth Insectoid doesn't move legs when walking.
                                • T4 Vulcanizer doesn't leave track marks. Also, if your order unit to move a second time, it takes about 15+ seconds for it to move. Also, what is the purpose of the "change rate of fire" toggle, other than to change the rate of fire?

                                UEF:

                                • T3 Harkon Assault Walker doesn't leave any footprints/track marks.
                                • Why does the T3 Little John Ultra Heavy Assault Tank and the T3 Harkon have more health/hit points than the T4 Exp Fatboy? Aren't T4 Experimentals always have to have the highest hit points/health?
                                R 1 Reply Last reply Reply Quote 1
                                • R Offline
                                  Resin_Smoker @Blackrobe
                                  last edited by

                                  @blackrobe Will give it a look, but I also need to know if your using any other mods.

                                  Kykhu Oss https://youtu.be/JUgyGTgeZb8
                                  Unit Thrower https://youtu.be/iV8YBXVxxeI
                                  Beam Tentacle https://youtu.be/le5SNwHvC4c
                                  Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                                  Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                                  • BlackrobeB Offline
                                    Blackrobe
                                    last edited by

                                    No mods mate. Sorry, I meant to mention that.

                                    R 1 Reply Last reply Reply Quote 0
                                    • R Offline
                                      Resin_Smoker @Blackrobe
                                      last edited by Resin_Smoker

                                      @blackrobe

                                      Just tested the shield drone and its fine.... maybe your running into one of the unit restrictions is has?

                                      	Verification = function(self)
                                      
                                      		--Check to see if a shield is already active.
                                      		if self.GUnit and not self.GUnit.MyShield then
                                      			local gUnitBP = self.GUnit:GetBlueprint()
                                      			local gUnitCats = gUnitBP.Categories
                                      
                                      			--Check to see if the gUnit has a Cloak, BuildRate or Economy, if so return false
                                      			if gUnitBP.Intel.Cloak then
                                      				if myDebug then WARN('Shield Drone Verification, reason: Cloak', gUnitBP.Intel.Cloak) end
                                      				self.FailReason = 'UNIT CAN CLOAK'
                                      				return false
                                      			elseif gUnitBP.Defense.Shield.ShieldMaxHealth > 0 then
                                      				if myDebug then WARN('Shield Drone Verification, reason: Shield in already in blue print', gUnitBP.Defense.Shield) end
                                      				self.FailReason = 'UNIT CAN SHIELD FROM BLUEPRINT'
                                      				return false
                                      			elseif gUnitBP.Enhancements.Shield then
                                      				if myDebug then WARN('Shield Drone Verification, reason: Shield Enhancement', gUnitBP.Enhancements.Shield) end
                                      				self.FailReason = 'UNIT CAN SHIELD FROM ENHANCEMENT'
                                      				return false
                                      			elseif gUnitBP.Economy.MaintenanceConsumptionPerSecondEnergy then
                                      				if myDebug then WARN('Shield Drone Verification, reason: MaintenanceConsumptionPerSecondEnergy', gUnitBP.Economy.MaintenanceConsumptionPerSecondEnergy) end
                                      				self.FailReason = 'UNIT CAN HAS ENERGY MAINTENANCE CONSUPTION'
                                      				return false				
                                      			end
                                      
                                      			--Unit Categories the shield drone is not allowed to enhance
                                      			local excludedCats = {
                                      				--Primary unit retrictions, basicly anything that build, upgrades or makes ammo
                                      				'COMMAND','SUBCOMMANDER','ENGINEER','OMNI','FACTORY','ECONOMIC','SILO',
                                      				--Custom unit restrictions
                                      				'DRONE','MINE','PHASING','TRANSFORMABLE',
                                      				--Misc unit restrictions
                                      				'POD','SATELLITE','UNTARGETABLE','SHIELD','WALL','PROJECTILE','OPERATION','CIVILIAN','INSIGNIFICANTUNIT','UNSELECTABLE','BENIGN','PROP',
                                      			}
                                      			--Compare the gUnit BlueWARN with the excludedCats
                                      			--Should no matches be found return false
                                      			for k, v in excludedCats do
                                      				if table.find(gUnitCats, v) then
                                      					if myDebug then
                                      						WARN('*** This Unit Type Not allowed due to exclusions: ', gUnitBP.General.UnitName)
                                      						WARN('*** Reason: ', excludedCats[k] )
                                      					end
                                      					self.FailReason = excludedCats[k]
                                      					return false
                                      				end
                                      			end
                                      			--Return true if no matches are found
                                      			if myDebug then WARN('Verification passed!') end
                                      			return true
                                      		else
                                      			--Error Sound Effect
                                      			self.FailReason = 'UNIT IS SHIELDED'
                                      			if myDebug then WARN('Verification failed REASON: ', self.FailReason) end
                                      			return false
                                      		end
                                      	end,
                                      

                                      Keep in mind that these restrictions are in place to keep the drop from enhancing units that shouldn't be enhanced for one reason or another.

                                      Continued...

                                      Seraphim:

                                      T2 Abolisher Beam Cannon Gunship seems to not have defensive teleportation option or ability (?)
                                      Works on my end

                                      Predator Sniper Bot doesn't display any information in T2 Land Factory when hovering arrow over it.
                                      Added this just recently so it will be in the next update

                                      Cybran:

                                      T2 Termite Stealth Insectoid doesn't move legs when walking.
                                      Works on my end

                                      T4 Vulcanizer doesn't leave track marks. Also, if your order unit to move a second time, it takes about 15+ seconds for it to move. Also, what is the purpose of the "change rate of fire" toggle, other than to change the rate of fire?
                                      Works on my end, and changing the rate of fire also changes the accuracy. Fire slower for better accuracy. Maybe I should add details for this?

                                      UEF:

                                      T3 Harkon Assault Walker doesn't leave any footprints/track marks.
                                      It never had any

                                      Why does the T3 Little John Ultra Heavy Assault Tank and the T3 Harkon have more health/hit points than the T4 Exp Fatboy? Aren't T4 Experimentals always have to have the highest hit points/health?
                                      **Can adjust the hitpoints once I've received feedback from more people. Though also consider that the Fatboy is pretty weak if not supported.

                                      Anyways, all that being said, most of the problems your encountering are likely the results from other mods. Either they're breaking FAF completely on their own, or they're attempting to overright something within 4DFAF. I wont know unless I've looked at some of these mods, thus having a mod list from you is critical to be able to advice you, or for me to add mod restricitions within 4DFAF's mod_info.lua. (Which would prohibit them from running with 4DFAF)

                                      -Resin

                                      Kykhu Oss https://youtu.be/JUgyGTgeZb8
                                      Unit Thrower https://youtu.be/iV8YBXVxxeI
                                      Beam Tentacle https://youtu.be/le5SNwHvC4c
                                      Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                                      Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                                      • R Offline
                                        Resin_Smoker
                                        last edited by

                                        Version 7 uploaded.

                                        Kykhu Oss https://youtu.be/JUgyGTgeZb8
                                        Unit Thrower https://youtu.be/iV8YBXVxxeI
                                        Beam Tentacle https://youtu.be/le5SNwHvC4c
                                        Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                                        Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                                        • BlackrobeB Offline
                                          Blackrobe
                                          last edited by

                                          @Resin_Smoker

                                          To reiterate, no mods in use with yours. I only test a mod on its own.

                                          • Regarding Sera T2 shield Drone: it does work on some units, when you first released it, it shielded every unit and building, including ACU; I see the logic in later versions only shields some; thus my confusion. Might be good to add shield health amount, as you can't tell how strong shield is.
                                          • Regarding Aoen T2 Abolisher Beam Cannon Gunship: I assumed it was a manual toggle teleport. I see it does automatically mini teleport when attacked. Very nice I might add.
                                          • Regarding Cybran T2 Termite Stealth Insectoid: Still moves motionless (I even deleted any old 4dc versions then installed v7) Very odd that it works for you. Are you using FAF default as I am? Just in case you are using FAF Beta, or FAF Dev as testing. Maybe someone else will have the same issue. Can't work out why it animates walking for you and not for me, despite the only mod being used for testing.
                                          • Regarding Cybran vulcanizer: Yep, def add some detail for that.

                                          Yep, that's why people like yourself created T4 Assault units to compensate for Fatboy weak health.

                                          Overall, nice release. A few tweaks here and there. Love to see more "transformer" units. Fantastic idea mate.

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                                          • R Offline
                                            Resin_Smoker
                                            last edited by

                                            Wait till you see bouncing and reflected projectiles.... Then there is the singularity artillery.

                                            Kykhu Oss https://youtu.be/JUgyGTgeZb8
                                            Unit Thrower https://youtu.be/iV8YBXVxxeI
                                            Beam Tentacle https://youtu.be/le5SNwHvC4c
                                            Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                                            Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

                                            BlackrobeB 1 Reply Last reply Reply Quote 1
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