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    4DFAF Uploaded

    Scheduled Pinned Locked Moved Modding & Tools
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    • 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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                                • R Offline
                                  Resin_Smoker
                                  last edited by Resin_Smoker

                                  So far my attempts to do anything with the UI are showing nothing. None of the expected outputs, or errors of any kind.

                                  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

                                    Made a little more progress... It appears that unitviewDetail.lua specifically the "show" function is responsible for this portion of the UI. That being said, not much information is being passed to it to be able to pull the units ShieldMaxHealth from anything other than its blue print. This appears to be by design if i recall, to prevent players with UI mods from being able to directly alter SIM side assets.

                                    Unfortunately this means that it will NOT be possible to have the units ShieldMaxHealth shown on the UI, if the unit received its shields from anything other than a blueprint.

                                    Only possibility is to figure out how to alter the UI from the SIM such when the drone shield is created this gets added somehow. Not sure how this would be possible, as the UI triggers on mouse over, not on the shields creation.

                                    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

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

                                      @resin_smoker said in 4DFAF Uploaded:

                                      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.

                                      Well if there's one thing I've observed about you Resin, whether on your own, or with the aid of someone else, you always seem to figure things out 😉

                                      PS: Loving the custom Cybran cloak. I always thought that every faction should have its custom cloak. Now you can differentiate UEF and Cybran cloak. While not essential, to the aesthetic lovers amongst us, a treat. Might as well bring in what you can from DMS. Something different is always good.

                                      R 1 Reply Last reply Reply Quote 2
                                      • K Offline
                                        Krapougnak @Resin_Smoker
                                        last edited by Krapougnak

                                        @resin_smoker said in 4DFAF Uploaded:

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

                                        Maybe a list of what features are inside DMS would help feedback on what to incorporate ?

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

                                          @krapougnak there is litteraly too much to write about, as Domino rescripted the entire game prior to FAF.

                                          I'd recommend playing a vanilla SC-FA with DMS and 4DC. If you think what I've done was good, prepare to be shocked.

                                          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
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                                            Resin_Smoker @Blackrobe
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                                            @blackrobe sad thing is that doing so, would break the UI ban on using SIM data. It's why UI mods are allowed in ranked matches, and why most sim-side mods are not. Being able to bridge that gap would enable rampant cheating and a huge amount of desyncs.

                                            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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