Setting Up FA To Run FAFs Changes on Manual Launch

Talk about general things concerning Forged Alliance Forever.

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Setting Up FA To Run FAFs Changes on Manual Launch

Postby Vicarian » 15 Apr 2013, 03:13

Due to the larger number of newer players I'm seeing asking about screen resolutions not sticking in chat, I figured I'd go ahead and make a guide to set up your copy of FA to run with FAFs changes automatically if you decide to mess around offline.

First, modify FA's icon such that it points to FAFs version:

target.jpg
target.jpg (284.51 KiB) Viewed 3008 times


The full path in the Target field is:

Code: Select all
C:\ProgramData\FAForever\bin\ForgedAlliance.exe


You may initialize mods after you download them from FAF with the /init flag. These are self-explanatory, but I'll copy the majority of them into this post to save typing for you later:

Black Ops: init_blackops.lua
Diamond: init_diamond.lua
Engymod: init_engyredesign.lua
FAF: init_faf.lua
Nomads: init_nomads.lua
Vanilla: init_vanilla.lua

As far as I know, you may only have one mod like this active at a time. If you actually still do LANs, connect over IP, or just want to check out these mods without creating a lobby in FAF, these are useful to know. You must, however, download the mods from FAF before you may use these flags.

Now, to get your screen resolution changes to stick, if you have a brand new copy of FA running 3599 or whatever the retail versions shipped with, all you have to do is:

Launch the game using the modified icon.
Set your profile to your FAF username.
Set your native resolution from the options menu.
Apply the change.

If you have any UI mods (there are several, including the excellent SupCom Music mod by NeoQuixotic) you'd like to install, follow the documentation for their installations after downloading them, then you'll go into the Extras menu in FA and use the Mod Manager to activate your mods.

Hope this helps, and enjoy this great game!
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Re: Setting Up FA To Run FAFs Changes on Manual Launch

Postby pip » 01 May 2013, 07:28

I think you should specify that you need to add another "init" in the shortcut for the mod to be launched properly, for instance:

C:\ProgramData\FAForever\bin\ForgedAlliance.exe /init init_balanceTesting.lua
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Re: Setting Up FA To Run FAFs Changes on Manual Launch

Postby Vicarian » 01 May 2013, 17:12

Vicarian wrote:You may initialize mods after you download them from FAF with the /init flag.
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Re: Setting Up FA To Run FAFs Changes on Manual Launch

Postby The Mak » 02 May 2013, 01:41

The only way that I can see this happen is if you combine mods. Each mod had their own directory structure so you are going to have to edit every file that points to a specific place in it's own mod.

Adding another mod after the /init flag does nothing except load the first mod after that mod. Creating a new init_*.lua file and combining the two other mod's init_*.lua into one will only result in the last mod listed in that file to load.

There is no easy way to do it.
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Re: Setting Up FA To Run FAFs Changes on Manual Launch

Postby Vicarian » 02 May 2013, 02:59

Vicarian wrote:As far as I know, you may only have one mod like this active at a time. If you actually still do LANs, connect over IP, or just want to check out these mods without creating a lobby in FAF, these are useful to know. You must, however, download the mods from FAF before you may use these flags.


The intention of the post was to recreate the behavior of launching FA from FAF using the Create Custom Games menu. You may only use one featured mod at a time there as well. Additionally, several of the featured mods would conflict with each other, so it isn't a question of difficulty - it's an impossibility.
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Re: Setting Up FA To Run FAFs Changes on Manual Launch

Postby Angelus » 21 May 2014, 00:14

Hey there

Ben using FAF for ages but recently hosted a small house lan and we all got the offline version working together and had a great time

One thign I wanted to experiment with was playing the single player campaign using the blockops mod (using the Black Ops: init_blackops.lua) offline mode

Played the first missions without any problems and moved onto the second one (really enjoyed having the blackops units in the single player campaign mode. Then got onto Operation dawn, all fine again until the end when the Seraphim commander lands on the planet and is supposed to get captured.

At this point the cut scene just sat there as the Seraphim ACU wouldn't leave the gate and get captured. Just wondering if anyone knew a way around this or had any other suggestions for being able to continue enjoying the blockops units but play single player campaign for some nostalgic fun?
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Re: Setting Up FA To Run FAFs Changes on Manual Launch

Postby Hully » 22 May 2014, 10:03

Thanks

This is useful.
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Re: Setting Up FA To Run FAFs Changes on Manual Launch

Postby ZLO_RD » 22 May 2014, 13:09

It took some time to me to understand what is it all about, but I am still unsure. That is the way to launch featured mods offline?


Edit: but if I just launch FA.exe, that made by faf I will get last faf version right?
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