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 PostPosted: 15 Aug, 2010 
 

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I'll be helping you there Exavier. I'll remove you from my foe list, so you can normally message me.

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 PostPosted: 05 Oct, 2010 
 

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First, I just want to say that I <3 this mod. It is so well done, and my ACU actually feels like a war machine. My earnest respect to all who were involved with making this mod. :)

Second, there's one particular bug that I've noticed. I apologize if it's been discussed before and it could very well be that I have something wrong on my end, but I've noticed something funny about the Aeon ACU. It gets an AA attack ring around it when you upgrade the phason beam to the second tier, yet it is incapable of engaging air units. Is the phason beam suppose to be able to hit air units, is there some other weapon that's suppose to get activated, or is the ACU suppose to lack any sort of AA? Some clarification in this matter would be appreciated. I scanned the rest of the thread looking for this particular topic, but was unable to find it. Otherwise I wouldn't be asking. Thanks in advance!

edit: forgot to mention that I'm using v3.1 of the mod. Let me know if more info is needed.


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 PostPosted: 06 Oct, 2010 
 
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Hmm I'll have to look at it, its possible I have the wrong range ring tagged to it. The Aeon ACU has no true AA capability though under some conditions the Maelstrom can damage aircraft who enter its sphere of effect. Granted the are the only one that when fully upgraded is practically immune to TML snipes due to spawning TMD orbs :P


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 PostPosted: 21 Dec, 2010 
 
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Exavier,

I finally had some time last night to play around with this mod and I have to say I love it. Finally, the ACU doesn't feel useless in late game... and the sight of an experimental entering its LoS doesn't immediately mean the game is over. (I was actually able to have a combat upgraded ACU take out a Seraphim Chicken walker and not drop below half health.)

I primarily only played around with the UEF ACU, but dang it was nice. I was especially very appreciative of all of the fine details that you put into it (even envious... :D).

Wonderful work, Exavier.

EDIT: Oh, before I forget about it... I still have to test more, but I think you potentially have a friendly fire issue with one of the ACU weapons. I kept having structures that my ACU was walking behind during a fight losing health way too fast for what was attacking, but I'm unsure.

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 PostPosted: 21 Dec, 2010 
 

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I just wanted to voice my support for this mod, I use it and enjoy it very much :) Keep up the good work!

-Seven


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 PostPosted: 21 Dec, 2010 
 
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@FuryoftheStars: Hehe glad you like it.

If you can track down the configuration you where using that was causing the Friendly Fire issue please post it. I am planning an update for the mod about the same time the next version of unleashed comes out to clean up some bugs I have found. Even if you don't know the exact weapon causing it all I need is to know what upgrades you where running to narrow it down.


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 PostPosted: 21 Dec, 2010 
 
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I remember the exact upgrades. But like I said, I'm unsure if it was friendly fire... I just know stuff died a lot quicker than what it should of. (ex, I had a Stellar Generator up at one point that my ACU was maneuvering around while walking away from a horde of assault bots. I switched army views to watch what they could see as they closed in and when they started attacking the Generator I looked at its health to see it already down to half. It is possible that a couple of others had come around the side earlier and then were destroyed by the ACU and/or some stray shots towards the commander had hit it instead before I noticed, but I don't know for certain. I might get some testing time later today or tomorrow.)

Gattling fully upgraded.
Cluster Missiles to TML Nuke status.
Combat Engineering to Experimental.

EDIT: Oh, and mod list was set for (literally) every BO mod (including Balance). Absolutely no other mods enabled (not even bug fix).

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 PostPosted: 21 Dec, 2010 
 
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Hmm might be the gatling gun. I believe at one point ravengers (who's weapon its based off of) had similar FF issues. If i remember right it was a bug in the projectiles BP and not the units. I'll have to take a look when I get a chance.


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 PostPosted: 21 Dec, 2010 
 
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Either that or the flamer:
Code:
    General = {
        Category = 'Direct Fire',
        EntityCategory = {
-->         'AEON',
            'PROJECTILE',
            'DIRECTFIRE',
        },
        Faction = 'UEF',
        Weapon = 'Napalm',
    },

I'm not sure what exactly controls FF issues from within projectiles, but just in case....

But if it is from the Gattling,

Yours:
Code:
    Categories = {
        'UEF',
        'DIRECTFIRE',
    },

GPG's:
Code:
    Categories = {
        'UEF',
        'PROJECTILE',
        'DIRECTFIRE',
    },

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 PostPosted: 21 Dec, 2010 
 
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Yep it would be the gatling. That projectile category is also I believe what needed to be fixed by the CBFP in order to prevent the UEF ACUs main gun from suffering from FF issues as well.

hmmm without the "projectile" value that also means the gatling can shoot through Seraphim Lambda... :P


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 PostPosted: 21 Dec, 2010 
 
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rofl... so is that why I found it so effective in killing them? :lol:

And actually, the UEF ACU's main cannon was missing a lot more than that one category...

Code:
    Categories = {
        'UEF',
        'PROJECTILE',
        'DIRECTFIRE',
    },
    General = {
        Category = 'Direct Fire',
        EntityCategory = {
            'UEF',
            'PROJECTILE',
            'DIRECTFIRE',
        },
        Faction = 'UEF',
        Weapon = 'Molecular Ripper Cannon',
    },
    Interface = {
        HelpText = 0,
    },

All of that was completely gone from their BP. :P And don't mind the Molecular Ripper Cannon bit... I had to rip it from the Cybran ACU's weapon... I'll fix it... at some point. :lol:

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 PostPosted: 21 Dec, 2010 
 
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Yea I know. I have a hook file for the UEF ACU's main gun already in the mod to fix that little bit... Least I think its still there :P


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 PostPosted: 21 Dec, 2010 
 
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Im sure the flamer does FF too i had a game and a scout ran in the middle of the base early game and the acu just had level 1 flamer on and my a few of Pgens took some damage.


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 PostPosted: 21 Dec, 2010 
 
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Volgun wrote:
Im sure the flamer does FF too i had a game and a scout ran in the middle of the base early game and the acu just had level 1 flamer on and my a few of Pgens took some damage.

And how is spewing gouts of flaming liquid all over the plase ever considered "friendly"? :lol:

I'll take a look at it.


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 PostPosted: 21 Dec, 2010 
 
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Exavier Macbeth wrote:
Volgun wrote:
Im sure the flamer does FF too i had a game and a scout ran in the middle of the base early game and the acu just had level 1 flamer on and my a few of Pgens took some damage.

And how is spewing gouts of flaming liquid all over the plase ever considered "friendly"? :lol:

I'll take a look at it.


Comeon man, that one's easy. The acu just wants a hug and it's trying to warm your heart..with fire.
On an unrelated note. I was reminded of a bug that seems to crop up fairly often that I always forget to mention. The Aeon ACU, when upgraded with the combat engineering is a major hinderance if your base gets exploded. The issue being that his dampener continuously drains 5k power magically until some quota gets filled. Particurlarly an issue if you're trying to build a couple of t1 power plants to get back on your feet and you are always sitting at -5K power. I have noticed however, that it acts like it's charging because if you have an ally dump a bunch of power to you the issue goes away. Until the acu fires again.

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 PostPosted: 21 Dec, 2010 
 
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Yeah, that's an issue with all weapons that drain energy. It should be possible to hook it up to a toggle button that simply enables/disables the weapon, which will also stop the energy drain.


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 PostPosted: 21 Dec, 2010 
 
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Well the power drain for it firing isn't go away but I will take a look and see if i can duplicate the perma drain issue.


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 PostPosted: 21 Dec, 2010 
 
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It doesn't 'perma-drain', it simply tries to consume 5000 energy prior to firing. If you don't have 5000 energy and your energy production structures are destroyed, it will sap an enormous percentage of whatever energy you are generating (99%+ of the ACU's base output) until it gets 5000 energy to fire.

A toggle would let you turn the weapon off entirely in any situation where this is a problem (loss of base, trying to build something else that takes a lot of energy, etc).


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 PostPosted: 21 Dec, 2010 
 
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I think i will have to rewrite the weapons code to give it an eco check smartscript. I can't do another toggle because the Intel Backpack tree gives Farsight & Teleport buttons which fill all slots on the command window. If I add anymore buttons without doing UI coding (which I don't plan to do) I will break the menu if you add another too the combination.

This is what I get for using existing GPG code without running down and making sure I know EXACTLY what its doing :P


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 PostPosted: 21 Dec, 2010 
 
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Yeah, it shouldn't be difficult - just hook StartEconomyDrain in the weapon inside the unit script, and do whatever it is you want; have it only drain the amount available, or disable the weapon and fork a thread that checks again in a few seconds or something.


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 PostPosted: 21 Dec, 2010 
 
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Probobly what I will do but rather than just hooking one function i may hook two of them. One to check for economy before firing and then the actual firing section to have it skip most of the normal code... That way if there is not enough energy the weapon would just go straight to cooldown/RoF check functions without actually firing the weapon. Then the system doesn't need extra checks, it will auto check each time the weapon is actually triggered :P


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 PostPosted: 22 Dec, 2010 
 
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Gotta say this is a fave mode between my friends and I at our LANs its always on by default and same with all other Black Ops stuff.

Though I wanted to ask will there ever be any such upgrades for Support ACUs since really they have been so vanilla for years now and even when fully upgraded for battle aren't to great at it, Id love to the the Support ACUs packing cool extra guns and systems.

Wouldn't even need to be multi-tier upgrades like what you did for the commanders, just overall more choice would be a good thing.

Would be awesome to see like for eg the UEF ones with AA missile racks for vs air or gattling plasma guns for fending of swarms of little guys, torpedo launchers all the sort of things to make Support ACUs into modular customizable combat platforms.

I mean its nifty atm that we can make our commanders into literally experimental grade units but no sane commander is gonna throw himself near the front lines when him dieing is a losing condition....thats what Support ACUs are for =P

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 PostPosted: 22 Dec, 2010 
 
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There are plans, its just that enhancement coding is a very time-consuming process.

Mike

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 PostPosted: 22 Dec, 2010 
 
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lol there have been plans for a while. Heck I already have the UEF model & the basic code for all 4 factions done. Problem is that thats about as far as I got before RL decided to rear its ugly head and at something like 3000+ lines of code each (as opposed to a normal units 200-500 lines or one of my ACU's 10,000 lines... BP & Script combined) I haven't really had the time to do any of the indepth coding & troubleshooting involved in dealing with enhancments :?

Nonetheless I haven't flat out abandoned the plans for it though I have no estimation on when I will have the time needed for the project. (That and kirves who has been doing models for this project has been really busy too)

Note: Inactivity only reflects plans for SCUs... I am still activly working on corrections for the next ACU release.


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 PostPosted: 22 Dec, 2010 
 
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Oh damn so you did have something planned for SCUs upgrade wise I'm definitely looking forward to that whenever it happens.

And damn I had no idea changing things with a ACU/SCU could be so much more taxing then normal unit modding! D=

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