Monday, April 23, 2012

Little Problem with FlyingHigh mod ;)

Hi,
i use this mod and basicaly i am happy with it ...
But the problem is -> Air units that have direct ground attack wapons can now have
a smaler range to hit here target and specialy the T1 UEF gunship cant hit small ground vehicles anymore ;)
To fix this , 2 ways possible ...
The one is to change the bp from all affectet units and correct the ground wapon range by adding the new fly hight to the range ...
But then every time a unit is changed (new mod version ..) this musst be fixed maybe ..
The better way (if it possible ..??) is to fix it "smart" ...
Check is the unit an air unit who the flyinghigh mod will change the fly hight ..
Then check have the unit a direct-ground fire wapon ..
Then add the difference from old fly hight <> new fly hight to the wapon range ..
If this possible ;)
Regards
R-TEAM|||There is no T1 UEF gunship.
I won't fix FlyingHigh until you actually explain the problem in proper English... I simply don't know what is wrong with the mod.|||He seems to be saying that due to the higher altitude, gunships will have a shorter effective range. First, are unit ranges even calculated as spheres, or are they just cylinders? If they were cylinders, there should be no problem with ranges at all.|||Some projectiles could be an issue, lifetime, gravity, aiming etc. had a bunch of issues for my hovering Bulletstorm, but ranges are Cylinders.|||Weapon ranges are cylinders, but projectile ranges are spheres. That can be annoying at times because it is very counter-intuitive.
If that is the problem Tx is talking about, then I should be able to easily fix it.|||That's summing it up nicely, BulletMagnet.
oh btw, your signature link is broken.|||Hi,
sorry for my glibbish english ;)
(should not write at 04AM after nightshift :P )
To "no T1 gunship" ->
http://r-team.homepage.t-online.de/gfx_full/SCF01.jpg
(screenshot)
but dont ask me which mod are the source of this ;)
And yea - Ghaleon are right ....
Have thinked the range is a sphere - but it is the projectile that dissapere before
hit the target ...
So a fix would be very welcome ;)
Regards
R-TEAM|||Ghaleon|||Well if it's from some mod then don't expect me to know about it. I've made a change, test it and see what happens.
Check viewtopic.php?p=561869#p561869 for a link.|||Hi,
thanks for the try BulletMagnet :)
But your V2 crashes the game very early to desktop ....
And for the unknow T1 gunship - have Blackops mods and ExperimentalWars 1.96 and
4DC ....
Regards
R-TEAM|||Yeah, had a miscreant extra dot in there instead of a space. My bad.
http://code.google.com/p/healthandmana/ ... 20High.zip|||I see, that's mean, linking somewhere we normals can't go to.|||Ghaleon|||I can still see it :D|||Good to know BulletMagnet.
And you're not helping LD :P, but interesting, so a bunch of dead-horse posts are archived somewhere, that place must be a mess.|||Ghaleon|||Also, it's still broken. Since I was too lazy to actually test the mod, it shits bricks when passing over projectile scripts that don't spec. a Lifetime variable.|||GHALEON!!!!
Which mod is in you signature !!!|||janez|||Hi,
yup - you are right BulletMagnet ...
Its not crash early after start but later .... ;)
Regards
R-TEAM|||Legion Darrath

[REL][FA] Unitrestrictions LEM

Hi guys,
as most unitrestrictionmods won't work with the LobbyEnhancementMod I created a mod which adds tons of new restriction options, alot of them even working with unitmods. (all "global" restrictions like no artillery or no carriers work fine with unitmods, specific like "no tier 2 factories" only work with the FA standard T2 factories)
Download (ONLY WORKS WITH LEM):
http://www.mediafire.com/?5dizzuwq87ovgci|||neat, great work.|||Everfades|||@FuryoftheStars
Older than LEM unit restriction mods. And well... 90% of the unit restriction mods out there don't use the LEM system of restrictions so they just won't show up in the unitmanager when you use LEM. :lol:
@Lt_hawkeye
Thanks alot :wink:|||Does this mod include per-unit restrictions? And if so, does it support BlackOps and 4DC unit packs?|||Includes different styles of restriction techniques. But alot should work with unitspacks.

An UI mod could introduce this feature, maybe.

Hi everyone.
Once upon a time there was an RTS 3D game, Metal Fatigue.
[~~~begin of accessory info~~~]
For those interested:
Developed by the long gone ZONO Interactive.
A futuristic RTS with 3 factions and some innovative ideas that,
unfortunately, didn't seem to meet the favor of the wider audience.
The game wasn't a flop. It was enjoyable. Just not the next best thing.
The AI could be so damn fierce, I recall.
The bigger the map, the more likely you'd be crushed.
There also was an anti-rush prebuild option. For X minutes, players
could preplace their basic structures within a set perimeter and/or build
units so as long as they had cash to burn for it.
Nobody could interefere, 'cause nobody could quit their own perimeter
until all Human players gave the okay to close the prebuild phase.
The economy model was the canonical: Pay In Advance.
It was based on two resource types. One infinite. And one that could
dry up and slowly replenish.
[~~~end of accessory info~~~]
A multiplayer/skirmish-only feature of this game allowed
you to select any of your units (structures too) and transfer
their ownership to any other player in game, AI foes included.
It was great to revitalize a skirmish you practically won.
You could also make monetary donations. Pick a resource type and
amount. Pick a player. Hit paypal.
But in SupCom/FA there's no such possibility.
If I happen to cripple the AI base, the poor thing just won't
recover, even if I withdraw all units. That sucks!
I'd expect a robotic army to keep trying so as long as a
working cannon stands - if you get my meaning.
So I was wondering: can someone make a mod in which there's this
UI window to pick a player and give him whatever units you've
currently selected? And don't forget the donations to refuel his
economy.
Cheers and thanks.|||That's likely in moritz' expertise but doable, though not in a ui only mod.
You'd need to alter simside scripts to achieve the effect you want, along with ui files to allow stock gpg ui to also select non-allies as transfer targets.
simside modifications are trivial, haven't looked at the ui side though.|||In FA you can just open the cheat menu and spawn some units for the AI.
Although iirc it breaks the AI, so it might not be what you want.|||Now that's a good idea AdmiralZeech, alt+f2 should allow you to just drop a bunch of units for the ai, it'd not use them, but these units could protect the ai some until it recovers.
In the end you're however just beating a dead horse, if endless war sounds good to you, I'd consider playing some of the campaign maps available.|||Speaking of UI mods, are there any out there for easy selection of Factories?
For example, on the side where you can select your engineers, there would be another tab labeled factories.
ACU
T1 Eng
T2 Eng
T3 Eng
Factories
Then you click and it expands:
T1
T2
T3
And again:
Land
Air
Naval
Or something like that.|||Moved to mod talk.|||There are already buttons to select idle factories. I'm not sure if it's a GAZ_UI feature or not, but you could expand each button (1 for each type) into a panel with buttons for each tech level.|||The idle factories is a stock function, but it does not help find factories that are already in use. Not that I have an issue finding factories I can remember where I put them. If someone can't remember a quick zoom out to max then zoom in on their bases fixes this.|||UI-Only:
you cant give units to enemies with 3599, but 3603 patch allows that, probably a mistake.
Sim-Side.
Yes, of course it can be done.|||Kenquinn|||you could also bookmark camera positions, so you can ie swap quickly between your base and the thing you were just looking at, or just select the idle factories via the avatar menu and set order accordingly.

Nuke mods

I am searching for Nuke mod. I havent found anything but few of them. And somehow they dont work. I dont care if they are unbalance just that they are fun|||We are incorperating new/improved Nukes into BlackOps, thought it does come with a lot of stuff other than the Nukes.
Mike|||Yeah but when wil they be done?
And any other mods that i want to play til its done?|||Actually wer are internally discussing when we might aim for the next update, and its looking to be fairly soon(relatively speaking xD)
Also Talking about ideas for the UEF Nuke.
Mike|||any other mods?|||well i remember there were a couple of mods for vanilla, i think honestly im not too sure. i remember a mod that made nukes into super nukes and whatnot, but i honestly cannot remember the names of most of the mods, sorry.|||Realistic nukes mod is a must have for me, but cant find it. Makes nukes wipe out everything in a base and more just like it should.
And thats good news OrangeKnight!|||OrangeKnight|||There is the nuke-impacts-enemy-shields mod, I think furyofthestars did that one. It's meant to work with t4 siege shields mods.|||FuryoftheStars|||Didn't LD do some sort of silly nuke mod?|||Epiphenomenon|||labwars?|||can someone than tell me how do i increase blast radius in my nuke???|||the86th|||janez|||Enjoy http://supremecommander.filefront.com/f ... _14;102491
It makes the damage radius of all nukes about 80-100% larger and the best thing, the damage FOLLOWS the shockwave. Espacially for the UEF nuke it looks INCREDIBLE awsome. the buildings and units get the damage when the shockwave touches them and not before. Just great. And it's balanced! Fixed buildtimes and cost of both, antinukes and nukes. And a 100% rangeincrease for antinukes.
That's excactly what I wish for BlackOps to have, but with new explosion graphics^^|||earth player this mo doesnt work.
I put it into mod folder but notfing happenes.|||plz help i realy realy want to try this!!!!|||Relax, its not even been an hour since you posted about it not working.
Mike|||Well inside the map is:
Mod info .lua
And than unit
unit
unit
unit
unit
try it yourself|||The damage changes for the T3 Sera nuke seem to be working. The range increase to SMD may or may not be working that is harder to test. However it is not anywhere near a 100% increase it goes from a 90 radius to a 128 radius or a 42.222...% increase. The damage flowing with the damage radius may only work with the outer ring as the NukeInnerRingTotalTime is set to 0 in the T3 Sera nuke blueprint, but I don't know much about unit BP values so I could be wrong.|||Ah sorry the old 1.1 version had a 100% increase. Newest version only goes with something around 40-50% increase. Instakill in inner ring of explosion (like real nuke would do) and shockwave dealing a fair amount of damage on it's way (outer ring). You can see it best with UEF nuke on -6 speed on a LARGE base. Old version isn't available anymore, but you can watch videos of it on youtube. Just search for nuke mod 1.1 forged alliance and you should find it. Well, if you just want "ubernuke" search the vault, I'm sure I had a mod for FA back the days which made nukes explosion nearly 3 times larger. But it changed all weapons to fast killing and made the nuke a game ender which really ends EVERY game when someone can get to it, so mostly you only got to tech 2 or early tech 3 before one players killed the other due to range and damage improvements of everything. I think saiya made a similar mod, but I never played his one so I can't tell if the nuke is alot larger in it. Maybe you could also try some old ubernuke mod for vanilla, alot of mods still seem to work with FA. :mrgreen:|||yes i seen it. **** is realy wish i could have 1.1 mod :(|||I have this Realistic Nuclear Bombs mod (scfa_nuke_mod_1.4.zip) (http://supremecommander.filefront.com/f ... _14;102491), but it works only if I disable the BlackOps Support mod; I tryed v5.0 and with the two versions before it too.
I like that Realistic Nuclear Bombs mod a lot, and it would be great if it would be compatible with BlackOps Support mod, or perhaps if it would possible to be integrated in it.?.
The bigger, the better.

[FA][Rel] Selection Arrow

Hi,
http://www.mediafire.com/?2z7ou4g0laaglsj
Picture!
Image
Im releasing this mod as a standalone mod, it was part of my mod support mod
but that is also going to change pretty soon, so i have put this mod out on its own.
This mod is rather cool, It adds a bouncing yellow arrow
above all your currently selected units.
To install just extract the above zip to your mods folder and enable it in the mod manager!
enjoy :)|||Screenshot pretty please?|||Hi LD,
Legion Darrath|||I could add this to the 4DC package if you wish?
Resin|||the one from objectives? nice!
always wondered if there's more which could be done with them.|||Hi,
Resin_Smoker|||Very cool, thanks for this! :)|||Hi,
sanman|||Do you mind if I pilfer some of your code? I have an idea for a similarish mod, and don't want to reinvent the wheel again.|||Hi,
BulletMagnet|||Hmmm, looks like I may have a competitor for the "Most Philanthropic" coder title....
Welcome to the pool.|||Hi,
HeHe, thanks!
/me puts some more sauna water on the hot pebbles... "ahhhhhh"|||Okay it isn't working for some reason. You just dump the folder after extraction into your mods folder in documents no......?|||Hi,
sanman|||Last week me and Spooky were talking about a global targeting priorities mod. I have a fair idea on how to make it, but I need some way of identifying which enemy units are being favoured.
I saw the objective arrow in code and thought it was a good candidate but didn't get around to making it (got uni. all week). With your code I can get a jump-start on it.
But writing this out now has given me an even better idea!|||Hi,
HeHe cool Beans, good stuff.. pilfer away! :)|||I can't get it to work. :cry:|||Hi,
sanman|||Yeah I ran it by itself and still no luck.

I'll be doing a fresh install of my OS later today, so when I get around to putting FA in I'll try fresh and let you know whats up then.

[REQ][FA] Shoot *this* WHILE moving *here*

This guy and I are looking for the same thing, the ability to issue an attack command without canceling a move command (or vice versa). This would allow someone to prioritize a specific target while keeping their units dodging or running away.
Is there any way this can be done in a UI mod?|||Not as a UI mod, no.
UOKC does do this as a Sim mod however.|||This is a feature that Chris Taylor wanted in the game, long before it was released. The idea was, that the paradigm of assigned targets is completely unnecessary and instead you give general attack priorities to enemy targets and your units will behave accordingly, when they come into range of this target.
3 years ago I created several threads about this, but for some reason all of them got deleted (or simply lost in a db accident) ;).|||OOOHHH... That gives me ideas!
I really like that idea.|||BulletMagnet|||I'd still want to be able to manually spec. targets too, so I'll have to have a think about how to do that.
Probably too divergent to include in UOKC though, likely will be a standalone mod.|||Yes, in my imagination, rightclicking an enemy unit while having own units seleced, would issue a direct, manual attacking order.

I think DeadMG said once, that the engine is, in principle, capable of letting a unit have a move order and an attack order at a specific target.|||Spooky|||Spooky|||Yeah, but with categories, you can't prioritize one specific unit.

@BM: true, I haven't thought of the UOKC mod already needing this ;).|||Well crap, sim-side means I'll never be able to use it on GPGnet. :( It would still be good for lan games though...
(I know there's nothing technically prohibiting sim mods on GPGnet, but trying to get people to even download a mod is like herding cats.)|||Spooky

[SC2] No mod support or maps yet?

I mean really, it's been about 5 or 6 months, and still no maps or mod support. Just recently took another shot at SC2 and yap, still boring.. but Starcraft 2 was worse, so went back to Forged Alliance.
Any news from GPG or Square about when mods/maps support will be added?
Maps would be OK, but mods will be really nice.
Oh and the naval Ai still sucks badly. Played against 2 cheating Ai, I built some defense, and a few battleships.. game was over fairly quickly. The Ai commanders just sat on a cliff looking at the battleships, and didn't move while getting blown up, one of them actually hunkered down, then died.. I didn't use any land or air units, and only researched the top level of the navy tree.|||Wrong forum?|||you can mod sc2 but maps would be nice