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    Topics

    • G

      Scripting

      Watching Ignoring Scheduled Pinned Locked Moved I need help
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      S
      The only way to modify units, of one army, is thru a buff applied to every unit - of that army - as they are created. While blueprint modifications are easy work - they cannot be applied only to a single army - since, at the time blueprints are loaded, the armies don't exist - AND - blueprints are universal to all players - and unchangeable once the game session actually begins. For example, the AI uses buffs to give it's units bonuses, much in the way you are suggesting. This work is done at the point of unit creation, and it identifies if that army is an AI army or not. Obviously, you would need to modify this particular logic to provide a path for your buffs to be run on a specific army, human or AI.
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      Support ACU Assist order code

      Watching Ignoring Scheduled Pinned Locked Moved AI development
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      UvesoU
      Well maybe the platoon builder has a template that is only using engineers, or Subcommander are excluded from the assist function. SACUs are excluded from the engineer platoons here: https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/AI/OpAI/BaseManagerPlatoonThreads.lua#L45 Also SACUs are not allowed to perma assist a factory: https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/AI/OpAI/BaseManagerPlatoonThreads.lua#L45 These need to be changed or those functions are useless for platoons with SACUs.
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      SupportACU Focus Assist Codes

      Watching Ignoring Scheduled Pinned Locked Moved I need help
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      G
      Yes, its about scripting. Ow I thought this is the only way I can get help in terms of coding. Thanks by the way.
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      Need help in coding

      Watching Ignoring Scheduled Pinned Locked Moved I need help
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      G
      Thank you very much sir. Well appreciated.
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      FAF Editor issue about shaders

      Watching Ignoring Scheduled Pinned Locked Moved FAF support (client and account issues)
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      Thank you for the both of you for your supports.
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      FAF Editor issue (SOLVED)

      Watching Ignoring Scheduled Pinned Locked Moved I need help
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      G
      Update guys, looks like it works. Once I add or remove units I have to save but not after the error appears. If you have saved after the error appears then the issue on changing the names and the coordinates of every unit will happen and that will not synchronized with the original script.lua file causing the mission map to be corrupted.
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      First Campaign cannot start after edit

      Watching Ignoring Scheduled Pinned Locked Moved Game Issues and Gameplay questions
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      JipJ
      Make sure to check the log for errors (F9, or check F1 for 'log'). If you made a mistake the script will stop executing once it encounters said mistake. For future questions it is best to add the current state of your project as a .zip. That way we can more easily identify the source of the issue.
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      Request for campaign editor

      Watching Ignoring Scheduled Pinned Locked Moved Modding & Tools
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      Thank you very much for the support.