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    4DFAF Uploaded

    Scheduled Pinned Locked Moved Modding & Tools
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    • 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
                    • 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

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                      • 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

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                        • 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 ! 😁 👍 👏

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                          • 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

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                                • 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.

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