FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    4DFAF Uploaded

    Scheduled Pinned Locked Moved Modding & Tools
    44 Posts 7 Posters 2.4k Views 1 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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

        1 Reply Last reply Reply Quote 0
        • 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

            1 Reply Last reply Reply Quote 0
            • 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!

                    1 Reply Last reply Reply Quote 0
                    • 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

                                      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
                                            • First post
                                              Last post