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 PostPosted: 06 Jun, 2012 
 

Joined: 26 Feb, 2009
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Hi

Im not to clued up on the steam version but if you do what orange knight said I think that would work

Fine the fa bin folder in your steam folder and create a new short but from the fa exe add the purge cache param to this new short cut

Ill try and fix the bugs today but defo by weekend

Thx for the reports everyone :-)

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 PostPosted: 06 Jun, 2012 
 

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Also sorry if you have dms in your mods folder please remove it if using the scd I put the mod in scd to ship it as a complete mod with the textures file :$

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 PostPosted: 06 Jun, 2012 
 
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go into your steam library and right click on FA and click on properties.
then click on set launch options and put the /purge cache in there

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 PostPosted: 07 Jun, 2012 
 

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Where shell I install the folder effects with its data mesh.fx?


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 PostPosted: 07 Jun, 2012 
 
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AIhelper wrote:
Where shell I install the folder effects with its data mesh.fx?

Its all in a SCD. Just put the SCD in game data, and it takes care of itself. Theres no need to extract anything.


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 PostPosted: 08 Jun, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Lt_hawkeye wrote:
it's in the unit.lua of Unleashed(hook folder), i basically just hooked the SetStun code, feel free to take a look.


just looked at your code pal, good job, however you should take a look at mine if you havent already :)


update to bug fixes,
fixed stun mesh change on no longer stunned, just before release i fixed the stun field mesh clean up totally forgot units can get stunned outside of the field, it was a quick fix,

fixed the IsBeingTeleported error + added some code to the default teleport, you will get text at the location of the mouse IF the teleport is unsuccessfull for whatever reason, ive added code for anti teleport fields, but in 4dc we dont yet have an anti teleport field inteltype unit. (may add it on acu and scu and maybe enh for shield structures)

the StopArmsMoving error, ive added code to try and stop this, it is caused by stunning a fac, however i cannot see what is actually causing it and i cant reproduce it, so its difficut to track, anyway, ive added some code to hopefully,
stop it appearing, it doesnt break any units, i think it spews it when the fac dies while stunned, like i say though i cannot reproduce it,

still looking into the SetEnergyUsageInActive --> No energy usage entry named MyShield unitid "urb4207" (cybran shield) it works fine for me, ill have to reproduce it and see whats going on, it could have been caused by a previous error,

Thx.

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 PostPosted: 08 Jun, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Defensive Teleporter fixed, it no longer teleports enemy units, strange that i didnt notice that before, its because i changed the way i store intel type units,
that function now returns ALL inteltype units from all armies global, ill have to update those functions to only return the calling army intel units, im kinda indecided yet on this matter, i might leave it as it is, but then we have to check IsEnemy or IsAlly in our own functions to make sure the unit with the intel type is the one we want.

also updated the rallypoint toggle descriptions...

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 PostPosted: 08 Jun, 2012 
 

Joined: 26 Feb, 2009
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has anyone tried the direct control of units yet?

make sure numlock is enabled on your keyboard use the numpad arrow
keys to control the selected units via the keyboard.

If you press numpad zero while a multi weaponed unit is attacking different units,
that unit will focus all of its weapons on its main weapons target.

you can use this with any unit(s)

hope you like it :)

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 PostPosted: 08 Jun, 2012 
 

Joined: 21 May, 2008
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I was playing Cybran against Aeon AI and I noticed that frequently the stun effect doesn't wear off from my affected units even if the stun is finished and that my unit moves. It stayed on several of my units for the duration of the game. Nothing in the log.


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 PostPosted: 08 Jun, 2012 
 

Joined: 26 Feb, 2009
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HI

Fixed it pal, was a minor bug and a quick fix, all the bugs reported so far are minor and easy fixed most are already done :-)

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 PostPosted: 08 Jun, 2012 
 

Joined: 21 May, 2008
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Cool to know ! :D


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 PostPosted: 08 Jun, 2012 
 

Joined: 02 Jun, 2010
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Hi,

would like to test the new version ......
But have read it changes the behavor of enginers (adding Vet ability..)

Can this be disabled ,as for my understanding [sorry ;) ] an "Mod Support" mod should doing self nothing to change the game rules (expand the game self with an faster gfx buffer or the ability to control self units with keyboard is imho nothing thats change the gameplay and is nice and welcome) and which other world rules was changed ?
(i like your work and skill - but like FA in large aeras the way it is ....)

Regards
R-TEAM


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 PostPosted: 08 Jun, 2012 
 

Joined: 26 Feb, 2009
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Hi
I understand what what your saying, however sometimes it's just easier to add said code to said mod to keep compatibility the buffs needed a default value so I added it in dms with the rest of the code that was already there,

Direct control is a switch that is actually enabled in 4dc
I think, and like I construction units needed default values for these buffs

I do try to do the code from a support respective but I feel somethings need to be enabled by default in dms im sorry if you dont like this :-) roll with it pal :-)

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 PostPosted: 09 Jun, 2012 
 

Joined: 04 Aug, 2011
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Hello,
clearstructureintel = true does not work for cloak.
But this is important for my mod. Do you have an idea? :)


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 PostPosted: 09 Jun, 2012 
 

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HI,

Ill be changing all code that controls this however I'll check the current code is working for cloak

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 PostPosted: 21 Jun, 2012 
 

Joined: 21 May, 2008
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Hi Dom,

could we have a "stable" bugfixed version of DMS v.08+4DC released before you explore new ventures ? Thanks. :wink:


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 PostPosted: 22 Jun, 2012 
 

Joined: 26 Feb, 2009
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Krapougnak wrote:
Hi Dom,

could we have a "stable" bugfixed version of DMS v.08+4DC released before you explore new ventures ? Thanks. :wink:


Yeah ofcourse, i am still working on the bugs, however sometimes you need a break from the norm pal, something to keep the spirits high, for you i see this is irittating, however for me its a nesessesity :)

dont worry it wont be months before its all fixed, it will be days.. :)

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 PostPosted: 26 Jun, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Sorry the release is delayed, been working on something i think is truely awesome!

FireStates,

buddabing, here we go, ive actually added 2 new ones, however ill just show one.
as with all things DMS, you can also now add your own, using DMS methods.

FocusFire. (circle target)

http://youtu.be/UKk5pUYz1P0 <-- Vid 1
http://youtu.be/jfOrTUptOJ4 <-- Vid 2

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 PostPosted: 26 Jun, 2012 
 
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Joined: 26 Mar, 2007
Posts: 5076
Location: California, United States
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lawl Auto-ACU micro

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 PostPosted: 26 Jun, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Lt_hawkeye wrote:
lawl Auto-ACU micro


Cool Aint it.

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 PostPosted: 26 Jun, 2012 
 

Joined: 07 Jun, 2012
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I love it....can you implement a similar evasion script for say a platoon of experimentals so you don't have to constantly micro them against AI tac-missile spam?

This would also work really well with the BO:AR UEF gunship that needs to be microed to orbit a target since it can only fire it's heavy guns to the left side.


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 PostPosted: 28 Jun, 2012 
 

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Hi,

Well, i guess i could add a firestate that moves the unit around, something like evade attack, when its damaged, have it move to a random position in a radius of 5-7 from its current position, then continue onto its initial position (if it has one) but then again, someone else might benefit from doing this firestate? the code would not be very hard, it would be a single function.

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 PostPosted: 28 Jun, 2012 
 

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Hi,

UPDATED

Link in the op :)

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 PostPosted: 28 Jun, 2012 
 

Joined: 26 Feb, 2009
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Hi,

A few things to note:

Multi split screen is now intergrated into DMS, the usual hotkeys apply, (home and end keys to change splits on each screen)

ive added a few more camera views enabled by hotkeys.

T : Track/Untrack Unit
ctrl + T : Switch current split to main view
ctrl + alt + F : switch current split to full screen

ctrl + alt + S : Shoulder Cam
ctrl + alt + L : Sky Cam
ctrl + alt + P : Position Spin Cam
ctrl + alt + N : Position Spin (With Nis)
ctrl + alt + R : Reset Camera
ctrl + alt + C : toggle Cartographic View ( in any split )

when in position spin camera mode either space and mouse motion OR mouse click will end the mode.

TAB : rotate/Pan camera without camera resetting to original position, behaves like space mouse moition except the camera doesnt reset and icons and life bars are still visable.

Double Clicking any where on the map with zoom in and out of that location.

i also changed the cameras a little, the things i changed, to me make the textures much more crisper and clean, you can also zoom in a little further,

as usual please report any bugs, :)

Thx

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 PostPosted: 01 Jul, 2012 
 

Joined: 26 Feb, 2009
Posts: 2996
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Hi,

just an enquiry:

Has anyone tried the new firestates yet? If so, what are your thoughts on them
are they working, do you notice any strange unit behaviour, are there any errors?

thx

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