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    4DFAF Uploaded

    Scheduled Pinned Locked Moved Modding & Tools
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    • 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

                  1 Reply Last reply Reply Quote 0
                  • 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

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

                              @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

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

                                A UI mod can not interfere with sim code, except through tailored engine calls and sim callbacks. The user layer is in a separate Lua context. You can import even sim files and make edits - the simulation wouldn't notice because it runs in a separate Lua context.

                                @resin_smoker said in 4DFAF Uploaded:

                                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.

                                We'd probably need to use a unit statistic that is synced from the sim to the UI. And then update the UI code in FAForever to read from that statistic and use the blueprint as a fallback. I'm not entirely sure about the solution because I've not investigated what the exact problem is.

                                But there's solutions if you really want them, just ask for help of the game team and maybe there's something we can do for you 🙂 .

                                A work of art is never finished, merely abandoned

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

                                  @resin_smoker said in 4DFAF Uploaded:
                                  If you think what I've done was good, prepare to be shocked.

                                  I am prepared, shoot ! 😁 👍 👏

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

                                    @jip I'm down with that... I only need the shields:GetMaxHealth() to be passed to be able to update the UI. Otherwise, the drone custom p-shield, would never be able to display without hijacking the SIM in some game breaking way.

                                    Edit: Just rubbed two neurons together and made coherent thought.

                                    Some smart guy, could during the game startup, use blueprint.lua to go through the units that would be drone shield capable. Then assign, what the max shield value would be as a hard value. This is effect would allow me to pass the MaxShieldHealth into the blueprint to be later used by the UI !

                                    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 Resin_Smoker

                                      Half way there! Here is the Blueprint.lua script to merge the data that i needed...

                                      ##########################################################################################
                                      ## --Add drone shield max health into unit bp so UI can use it
                                      ##########################################################################################
                                      
                                      function Custom_Drone_MaxHealth_Blueprint(bp)
                                      	if not bp then return end
                                      	local id = bp.BlueprintId
                                      	local bpDefense = original_blueprints.defense[id]
                                      	
                                      	-- Check to see if the gUnit has a Cloak, BuildRate or Economy, if so return false
                                      	if bp.Intel.Cloak or bp.Defense.Shield.ShieldMaxHealth > 0 or bp.Enhancements.Shield or bp.Economy.MaintenanceConsumptionPerSecondEnergy then
                                      		return false				
                                      	end
                                      	
                                      	-- Unit Categories to exclude
                                      	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',
                                      	}
                                      	local cats = bp.Categories
                                      	for k, v in excludedCats do
                                      		if table.find(cats, v) then
                                      			return false
                                      		end
                                      	end
                                      
                                      	-- Calc the drone shield max health based on the unit cat
                                      	local droneShieldHealth = bp.Defense.MaxHealth
                                      	if table.find(bp.Categories ,'EXPERIMENTAL') then
                                      		droneShieldHealth = 10000
                                      	elseif table.find(bp.Categories ,'TECH3') then
                                      		droneShieldHealth = droneShieldHealth * 0.3
                                      	elseif table.find(bp.Categories ,'TECH2') then
                                      		droneShieldHealth = droneShieldHealth * 0.5
                                      	else
                                      		droneShieldHealth = droneShieldHealth * 0.75
                                      	end
                                      	
                                      	WARN('Custom_Drone_MaxHealth_Blueprint for unit ID: ', bp.General.UnitName or 'no unit name found')
                                      	
                                      	local unitBp = table.deepcopy(bp.Defense)
                                      	if unitBp then
                                      		unitBp.Merge = true
                                      		unitBp.DroneShieldMaxHealth = droneShieldHealth
                                      		bp.Defense = unitBp		
                                      	end		
                                      end
                                      

                                      Repr of a units "self"... Look for the "Defense" and then "DroneShieldMaxHealth"...

                                      WARNING:  - Defense: table: 11FB39D8
                                      WARNING:  -    AirThreatLevel: 0
                                      WARNING:  -    ArmorType: Normal
                                      WARNING:  -    DroneShieldMaxHealth: 235.5
                                      WARNING:  -    EconomyThreatLevel: 0
                                      WARNING:  -    Health: 314
                                      WARNING:  -    MaxHealth: 314
                                      WARNING:  -    Merge: true
                                      WARNING:  -    PersonalShieldThreat: 0
                                      WARNING:  -    RegenRate: 0
                                      WARNING:  -    Shield: table: 11FB36B8
                                      WARNING:  -       RegenAssistMult: 1
                                      WARNING:  -       ShieldSize: 0
                                      WARNING:  -    SubThreatLevel: 0
                                      WARNING:  -    SurfaceThreatLevel: 13
                                      WARNING:  -    UnknownWeaponThreat: 0
                                      WARNING:  - Description: Heavy Tank
                                      WARNING:  - DesiredShooterCap: 3
                                      

                                      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

                                        Got the shield info to display, but dam it displays for everything, when it should only display when the drone-shield is active. the problem is becoming a circular one.... I need info from the sim to activate or deactivate an ability but i can't. Not without using a sim.sync.

                                        Notice that the unit is showing a shield stat, without it having a shield on it...
                                        34cf31d4-ac81-430a-8eba-9f148407ac42-image.png

                                        Sure I can pass the data to the units blueprint, but there isn't any way that i can figure to tell the UI that the shield is active or not.

                                        Question: Isn't the shield data already in Sync somewhere ?

                                        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 0
                                        • BlackrobeB Offline
                                          Blackrobe
                                          last edited by

                                          How's the progress going? Its been a while since you were quite prolific on the forums. Looking forward to your next iteration.

                                          1 Reply Last reply Reply Quote 1
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