Forged Alliance Forever Forged Alliance Forever Forums 2017-04-29T23:09:00+02:00 /feed.php?f=41&t=13326 2017-04-29T23:09:00+02:00 2017-04-29T23:09:00+02:00 /viewtopic.php?t=13326&p=147565#p147565 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]>
For the Prophet : you could have a button that puts you in a command mode, then you click on the location you want to teleport to.
And then you have a countdown thread that automatically teleports the unit back to its original location after certain amount of time.

If you want more info on that hit me up on slack. I've dug into the lua code on how the buttons work and could probably give you a hand.

Statistics: Posted by KeyBlue — 29 Apr 2017, 23:09


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2017-04-29T18:58:01+02:00 2017-04-29T18:58:01+02:00 /viewtopic.php?t=13326&p=147561#p147561 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]> Statistics: Posted by Professor — 29 Apr 2017, 18:58


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2017-04-29T17:46:45+02:00 2017-04-29T17:46:45+02:00 /viewtopic.php?t=13326&p=147558#p147558 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]>
Krapougnak wrote:
Hi,
I was playing with your mod the other day and I built the T2 Sera wall. Wonderfull unit there I love the shield but unfortunately it is not "directional" and only works in "horizontal" lines not "vertical" ones thus severely limiting its usefulness. Could this be changed ?

Love the new Angel model it is really nice.

Otherwise still waiting for the Prophet... ;)


Hi Krapougnak,

Unfortunately the Prophet unit is unlikely to happen. There appears to be some pretty intense restrictions on what can happen during an "attack" command, and I don't know of any way around it :/
The goal of Prophet was to be a "pseudo artillery" unit; one that would plant itself at some artillery-like distance outside an enemy base and then near-instantly teleport into the base, attack a target for a short period of time, and then teleport back out to its original position where it would idle for a longer period of time. Think Yo-yo from the MCU.

But the restrictions on what can happen in an attack command go even further, I had teased a unit in this thread that I was going to call "Sun Flower" (Aeon unit) that, on attack command, would bloom, "create a bridge to the nearby star", and then blast an area with a "solar flare"... But I didn't want the beam to come from the flower itself, I wanted it to come from the sky (thus making it difficult to tell where the flower actually was). But satellite units don't easily take commands from their parent units, and so I couldn't figure this one out either.

Then I had a seraphim unit that was going to use drones, but again, the drone units don't readily take commands from the parent unit, and the parent unit needs a weapon to have an attack command. I didn't want it to have any weapons, instead it would generate drones and launch them for its attacks.

Playing on that same idea, I had also designed an aeon point defense that would launch a projectile that would deal damage all along its path to its target. A sort of anti-horde weapon (I was thinking lightning ball from TitanFall 2)... But again, couldn't figure it out.

Regarding the shield wall; custom orientations are rather difficult to implement (or at least, difficult for me to figure out how to implement!), which is why I had settled for any horizontal orientation. I could add a button toggle to point the shield vertically vs horizontally, but I don't think more complex orientations like "south-south east at a 45 degree incline" are even possible.

Edit: This is not to say I'll never update the mod again, I still have a few smaller units that are relatively straight forward to implement, but don't go waiting for an update. Its hard for me to dedicate time to this when my favorite ideas don't work out!

Statistics: Posted by Dudekahedron — 29 Apr 2017, 17:46


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2017-04-24T20:42:30+02:00 2017-04-24T20:42:30+02:00 /viewtopic.php?t=13326&p=147395#p147395 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]> I was playing with your mod the other day and I built the T2 Sera wall. Wonderfull unit there I love the shield but unfortunately it is not "directional" and only works in "horizontal" lines not "vertical" ones thus severely limiting its usefulness. Could this be changed ?

Love the new Angel model it is really nice.

Otherwise still waiting for the Prophet... ;)

Statistics: Posted by Krapougnak — 24 Apr 2017, 20:42


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2017-03-14T02:48:26+02:00 2017-03-14T02:48:26+02:00 /viewtopic.php?t=13326&p=145055#p145055 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]> ~~~new logo~~~

Statistics: Posted by Dudekahedron — 14 Mar 2017, 02:48


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2017-03-13T18:09:08+02:00 2017-03-13T18:09:08+02:00 /viewtopic.php?t=13326&p=145031#p145031 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]>
Going to try for a UEF unit (6 ~completed~ units per faction then) before an update to the vault.

Statistics: Posted by Dudekahedron — 13 Mar 2017, 18:09


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2017-03-11T10:19:09+02:00 2017-03-11T10:19:09+02:00 /viewtopic.php?t=13326&p=144891#p144891 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]> :mrgreen: :mrgreen:

Statistics: Posted by Krapougnak — 11 Mar 2017, 10:19


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2017-03-10T05:21:25+02:00 2017-03-10T05:21:25+02:00 /viewtopic.php?t=13326&p=144864#p144864 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]>
Demeter - T2 Resource Generation and Extraction-Processing Installation (Cybran)
Image
Demeter is basically done modelling/coding wise, I'd like to turn down the glowiness a bit.

No Name Yet - T2 Directional Shield Wall (Seraphim)
Image
Modelling is done, I need to figure out how I want to orient the shield now and code it.

I spent a lot of time working on drone code but never got any result that I actually liked. I've also spent a lot of time working on Prophet, but still, never a result I was happy with. Most of the bugs/comments I fixed before the t3 LAB, but I want to use updates sparingly. I don't really want to see "The Dairy Farm V9001"

Edit... Eh. Added the Demeter

Statistics: Posted by Dudekahedron — 10 Mar 2017, 05:21


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2017-03-09T12:43:44+02:00 2017-03-09T12:43:44+02:00 /viewtopic.php?t=13326&p=144840#p144840 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]> Statistics: Posted by Krapougnak — 09 Mar 2017, 12:43


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2017-02-04T15:11:40+02:00 2017-02-04T15:11:40+02:00 /viewtopic.php?t=13326&p=142986#p142986 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]>
until then you can play it in single player only by going here and setting up the dev environment by following the instructions on this page:
https://github.com/Nomads-Project/nomads

Statistics: Posted by Exotic_Retard — 04 Feb 2017, 15:11


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2017-02-04T13:46:38+02:00 2017-02-04T13:46:38+02:00 /viewtopic.php?t=13326&p=142983#p142983 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]> Statistics: Posted by Professor — 04 Feb 2017, 13:46


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2017-02-02T19:41:34+02:00 2017-02-02T19:41:34+02:00 /viewtopic.php?t=13326&p=142892#p142892 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]> Hi guys, I've recently joined the nomads community to help refresh the appearance of all their units so I haven't been spending as much time on this project as I would like.
But....
Just added the Aeon Dazzler! A T3 Super LAB!

I have a couple minor things left from my to do list to fix still, and after that I'll aim to update the vault to v5 or somethin

Statistics: Posted by Dudekahedron — 02 Feb 2017, 19:41


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2017-01-31T05:01:34+02:00 2017-01-31T05:01:34+02:00 /viewtopic.php?t=13326&p=142786#p142786 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]> All my units are designed with the FAF balance in mind too (though room for improvement), so playing without FAF (if it were possible) would lead to some whacky results!

I built my mod off of existing FAF code/framework. So if I were to guess why it doesn't work for you (with your error in mind), I'd guess its shield.lua. FAF rewrote some of it, and then I further added conditionals to it.

Thanks for letting me know, I'll clarify FAF required on the front page.

Statistics: Posted by Dudekahedron — 31 Jan 2017, 05:01


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2017-01-30T21:09:11+02:00 2017-01-30T21:09:11+02:00 /viewtopic.php?t=13326&p=142766#p142766 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]>
Besides, with the steam version, the mod not works for me. (I thought it was easier to try out this mod in skirmish)

F9 doing nothing in steam version of the game.

Sorry for my bad English.

Statistics: Posted by newcomer — 30 Jan 2017, 21:09


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2017-01-29T05:35:24+02:00 2017-01-29T05:35:24+02:00 /viewtopic.php?t=13326&p=142706#p142706 <![CDATA[Re: Faction Diversity Mod - Noob learning the hard way]]> There are no other mods required, not even blackops icon support. Next time you start up a game, when you are in the loading screen hit F9! Any yellow stuff that pops up paste it here! I should be able to figure it out from that.

I am also using the latest build of FAF as well as the steam version (though it shouldn't matter).

Statistics: Posted by Dudekahedron — 29 Jan 2017, 05:35


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