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Bobmom
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Posted: 30 Aug, 2011
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Joined: 06 Jul, 2011 Posts: 35 Location: Earth
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It's DMS that causes the bug for me, but I'm not sure why
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FuryoftheStars
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Posted: 30 Aug, 2011
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Yeah, haven't had the chance to test for compatibility there yet. It might have something to do with the changes he made for multi-source maintenance.
_________________ Nuke/Shield Collide Mod topic thread My Mods
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Domino
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Posted: 30 Aug, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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The Problem is with DMS and BSF, i had a value that was defined wrong.. fixed for next version of DMS, released soon..
sorry for the lil incompatability...
_________________ Domino. ______________
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brandon007
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Posted: 31 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Ya, Im getting the same thing... Not a problem to me though! lolz
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brandon007
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Posted: 31 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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I also noticed another thing. The AI Units HP is on AutoFill or something like that. I deal alot of damage to a unit, then PING! Its Full again!
Now I know, My mod never does this. So I know its a BSF problem... Its even happening with Engineers!
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FuryoftheStars
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Posted: 01 Sep, 2011
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Problem is already known and fixed. My next release will have the fix... just don't know when that will be.
_________________ Nuke/Shield Collide Mod topic thread My Mods
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brandon007
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Posted: 01 Sep, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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FuryoftheStars wrote: Problem is already known and fixed. My next release will have the fix... just don't know when that will be. The Sooner the better ^-^ Id like to have my mod work properly XD
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FuryoftheStars
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Posted: 14 Sep, 2011
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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brandon007 wrote: I also noticed another thing. The AI Units HP is on AutoFill or something like that. I deal alot of damage to a unit, then PING! Its Full again! Bleh... thought I had this fixed. :/ I think it might have something to do with the Seraphim ACU's regen field enhancement. More testing will have to be done to confirm.... Speaking of which... the Seraphim are the only ones I've noticed this with... just want to make sure everyone else's observations have been the same.
_________________ Nuke/Shield Collide Mod topic thread My Mods
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AlkaiserGJV
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Posted: 14 Jan, 2012
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Joined: 16 Jun, 2008 Posts: 29
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There is definitely something wrong with the rewritten DisableUnitIntel and EnableUnitIntel functions... In a game with only the buff fix mod active cybran commanders stealth will automatically get re-enabled after disabling it with the toggle button. Stealth comes back online even while the toggle says its off. Toggling it on and off again will shut it off for a few seconds... then it comes right back on again.
I replaced these functions with the originals and now it behaves normally.
Also, crazy stuff happens when there is an energy shortage with BlackOpsACU's... disabled intel modes like the ACU's cloak field are suddenly activated when they shouldn't be.
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AlkaiserGJV
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Posted: 16 Jan, 2012
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Joined: 16 Jun, 2008 Posts: 29
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Fury, are you still working on this?
I've been looking into the Seraphim ACU regen problem myself but haven't gotten any results yet. It appears that when the regen buff wears off, regen is set to the units max hp rather than reset to what it was pre-buff.
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FuryoftheStars
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Posted: 24 Jan, 2012
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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I'm still around... kind of. RL is a B. I've been out of touch for some time and expect to be for some time to come.
_________________ Nuke/Shield Collide Mod topic thread My Mods
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