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    4DFAF Uploaded

    Scheduled Pinned Locked Moved Modding & Tools
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    • 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!

      R 1 Reply Last reply Reply Quote 0
      • 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

                    1 Reply Last reply Reply Quote 1
                    • 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.

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

                          @resin_smoker said in 4DFAF Uploaded:

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

                          Now we're talkin!

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                          • R Offline
                            Resin_Smoker
                            last edited by Resin_Smoker

                            Updated the Vulcanizers description test to show: "The word Overkill, accurately describes this cannons level of overwhelming firepower. Fielding a quad barreled artillery cannon with selectable rate of fire (vs accuracy) and a secondary turret for close encounters."

                            Will look to see if i can add something similar for the toggle mouseover as well.

                            -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

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

                              Version 8 released!

                              -Rescaled a few units to better match with the existing scale of the games original units.
                              -Did a fair bit of rebalancing but is by no means prefect.
                              -Reworked the help text for many units to better describe what they do and how to better use them.
                              -Pushed all the custom UIs to show at the end of the UI build bar, so not to crowd out the preexisting units.
                              -Added a few more Cybran and Aeon units.

                              Only 3 or more until left from the 4DC core units to add. These are units that I've asked Domino to work with as they've been tied into DMS code such that It would take me weeks to figure out how they work.

                              Enjoy!

                              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

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

                                (Evil scientist laugh) Presenting shield piercing weapons...

                                Snippet from hook'd shield.lua

                                do
                                		
                                	local oldShield = Shield
                                	Shield = Class(oldShield) {
                                		OnCollisionCheck = function(self,other)
                                			if self and not self:BeenDestroyed() then       
                                				-- Allows Shield Piercing Projectiles to ignore shields, return true to process this collision, false to ignore it.       
                                				if EntityCategoryContains( categories.PROJECTILE, other ) and EntityCategoryContains( categories.SHIELDPIERCING, other ) then         
                                					return false
                                				else
                                					return oldShield.OnCollisionCheck(self,other)
                                				end            
                                			end
                                		end,
                                	}
                                	
                                end
                                

                                Enjoy!

                                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

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

                                  Got missile redirection working for the URA0206 Vampire stealth fighter, will be included in the next update!

                                  In /hook'd unit.lua

                                  	##########################################################################################
                                  	## --Unit intel 
                                  	##########################################################################################
                                  
                                  	GetEnabledIntels = function(self)
                                  		local Intels = {}
                                  		if self.IntelDisables and table.getsize(self.IntelDisables) > 0 then 
                                  			for id, value in self.IntelDisables do				
                                  				if not Intels[id] then
                                  					Intels[id] = false
                                  				end
                                  				
                                  				local intelenabled = self:IsIntelEnabled(id)				
                                  				if intelenabled then
                                  					Intels[id] = true
                                  				else
                                  					Intels[id] = nil
                                  				end
                                  			end
                                  		end				
                                  		return Intels
                                  	end, 
                                  

                                  Superclass called by the stealth unit...

                                  ----------------------------------------------------------------------------
                                  --	File		  : /mods/4DFAF/lua/4D_CloakRedirect/4D_CloakRedirect.lua
                                  --
                                  --	Author		  : Resin_Smoker
                                  --
                                  --	Summary 	  : 4D_SDR: Allows a structure so enhanced to resist enemy fire.
                                  --
                                  --	 Special Thanks: Mithy for his redirect script
                                  
                                  --	Copyright © 2024 4DFAF,  All rights reserved.
                                  ----------------------------------------------------------------------------
                                  --
                                  --	The following is required in the units script for Struture Damage Resistance (SDR)
                                  --	This calls into action the SDR scripts for AStructureUnit
                                  --
                                  --	local CAirUnit = import('/lua/cybranunits.lua').CAirUnit
                                  --	CAirUnit = import('/mods/4DC_V0.81/lua/CustomAbilities/4D_CloakRedirect/4D_CloakRedirect.lua').CloakRedirect( CAirUnit )
                                  --
                                  ----------------------------------------------------------------------------
                                  
                                  ### Start of CloakRedirect(SuperClass) ###
                                  function CloakRedirect(SuperClass)
                                  	return Class(SuperClass) {
                                  
                                  	OnCollisionCheck = function(self, other, firingWeapon)
                                  		-- Cloaking allows 50% chance to avoid anti-air missiles
                                  		if self and not ( self:IsDead() or self:BeenDestroyed() ) then
                                  			local EffectUnit = false
                                  			local EffectsIntels = { 'CloakStealth', 'Cloak', 'CloakField', 'RadarStealth', 'RadarStealthField' }
                                  			local EnabledIntels = self:GetEnabledIntels()
                                  			
                                  			for IntelType, Param in EnabledIntels do
                                  				if table.find(EffectsIntels, IntelType) then
                                  					EffectUnit = true
                                  					break
                                  				end
                                  			end
                                  
                                  			--check if unit is in field.
                                  			if not EffectUnit then
                                  				for id, IntelType in EffectsIntels do
                                  					if self:IsInField(IntelType) then
                                  						EffectUnit = true
                                  						break
                                  					end
                                  				end
                                  			end
                                  
                                  			if EffectUnit then
                                  				if ( other:GetBlueprint().Physics.TrackTarget or EntityCategoryContains(categories.MISSILE, other) ) and Random(1, 2) == 1 then
                                  					if other:GetLauncher() then
                                  						-- Projectile returns to launcher
                                  						other:SetNewTarget(other:GetLauncher())
                                  						other:TrackTarget(true)
                                  						other.DamageData.CollideFriendly = true
                                  						other.DamageData.DamageFriendly = true
                                  						other.DamageData.DamageSelf = true
                                  						other:SetLifetime(10)
                                  						other.Redirector = self
                                  						-- *** Mithy's Function *** Hook projectile's DoDamage to set (living) redirector to instigator on impact
                                  						local prevDoDamage = other.DoDamage
                                  						other.DoDamage = function(self, instigator, damageData, targetEntity)
                                  							--This should always allow the projectile to damage its launcher
                                  							instigator = self.Redirector or self
                                  							prevDoDamage(self, instigator, damageData, targetEntity)
                                  						end
                                  					else
                                  						-- Projectile passes thru and losses tracking
                                  						other:TrackTarget(false)
                                  					end
                                  					return false
                                  				else
                                  					-- Projectile impacts normally
                                  					return true
                                  				end
                                  			end
                                  			return SuperClass.OnCollisionCheck(self, other, firingWeapon)
                                  		end
                                  	end,
                                  }
                                  end
                                  ### End of CloakRedirect(SuperClass) ###
                                  

                                  Keep in mind that the above script only applies to the unit calling the SuperClass. Hence all of the stock units won't have this ability unless modified to use the SuperClass.

                                  Enjoy!

                                  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

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

                                    Did some work on the Hellhound shadow-step to improve its reliability and add in a few new FX: https://youtu.be/q6NtQ7HN-es

                                    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
                                    • R Offline
                                      Resin_Smoker
                                      last edited by

                                      Version 9 uploaded.

                                      "4D-FAF, a 4DC-DMS adaptation for FAF"

                                      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
                                      • R Offline
                                        Resin_Smoker
                                        last edited by

                                        So apart from feedback, what from DMS would folks like to see incorporated?

                                        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

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

                                          @blackrobe said in 4DFAF Uploaded:

                                          • 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.

                                          I took a look at how or rather where the information of where the shields health info is coming from. Far as I can tell, this isn't being provided by the shield, but by the units blueprint. Being that our shield drone adds a P-shield to a unit there isn't a blueprint to be drawn from. Maybe there is some way to "hook" in a change for that. Unfortunately , UI modding is not my area of knowledge.

                                          Unless someone can pitch in or offer up some advice on how this can be done?

                                          In the mean time, here is how the shield health is being calculated by the drone currently:

                                          	if table.find(bp.Categories ,'EXPERIMENTAL') then
                                          		sldHealth = 10000
                                          		rChgTime = 120
                                          		rChgRate = 100
                                          		eCost = 300
                                          	elseif table.find(bp.Categories ,'TECH3') then
                                          		sldHealth = sldHealth * 0.3
                                          		rChgTime = 90
                                          		rChgRate = 10
                                          		eCost = 25
                                          	elseif table.find(bp.Categories ,'TECH2') then
                                          		sldHealth = sldHealth * 0.5
                                          		rChgTime = 60
                                          		rChgRate = 5
                                          		eCost = 10
                                          	else
                                          		sldHealth = sldHealth * 0.75
                                          		rChgTime = 30
                                          		rChgRate = 2
                                          		eCost = 5
                                          	end
                                          

                                          in many ways, the above figures are not properly balanced. Though the idea was for the shield drone to be a significant material investment and thus I gave it more wiggle room. If you have ideas on how to improve this, I'm open to suggestions.

                                          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

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

                                            Digging into all this further it appears that shields are not really holding the base health figures in self.MyShield and thus the UI has to constantly refer to the units blueprint. While for units that have their shields predefined in the blueprint or enhancement this is all good, but for units that are given shields via non standard means this creates a problem. How can the shields Max and current health figures be discovered if its not held in self.MyShields? Without which It's not possible to update Unitview.lua to show the shield max for that unit during a mouse over.

                                            Edit: Ok figured it out...

                                            Apparently the shields are being treated as entities (I forgot about this). Thus its possible to call on a units shield health via...

                                            if self.MyShield then
                                            	WARN('	self.Shield: ', self.MyShield:GetMaxHealth() )	
                                            end
                                            

                                            This its possible to alter the Unitview.lua to work with most custom shields that are not based off a units Blueprint such as the 4DFAF shield drones.

                                            Modified snippet from Unitview.lua, that I will try out...

                                            if not shield.ShieldMaxHealth then
                                            	if unitBp.Enhancements then
                                            		shield = unitBp.Enhancements[getEnh.GetEnhancements(info.entityId).Back]
                                            	elseif self.MyShield then
                                            		shield = self.MyShield:GetMaxHealth()
                                            	end
                                            end
                                            

                                            Side note: It could just as easily be unitviewdetail.lua as I'm not ever messed with either of these before and have yet to discover what each one does despite similar names and inferred purpose.

                                            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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