My first post, pardon myself, hello everyone.
So I found a fancy piece of code in Blackops ACU mod sources (aeoncleanse user's repo named mods file named factions.lua, sorry I'm not yet permitted to post a direct URL), quote:
- Code:
Factions[1].InitialUnit = "eel0001"
Factions[2].InitialUnit = "eal0001"
Factions[3].InitialUnit = "erl0001"
Factions[4].InitialUnit = "esl0001"
What the above effectively does, is it replaces the command unit of each faction from vanilla SC/SC:FA/FAF defaults (which for sake of completeness are: UAL0001 for Aeon, UEL0001 for UEF, URL0001 for Cybran and XSL0001 for Seraphim) with those new values. So it basically scraps the pre-existing ACUs blueprints and replaces them with entirely new units with new blueprint IDs. That's a bold move, but let's go on.
Now when we check e.g. second Cybran vanilla SupCom mission named Artifact, in FAForever/faf-coop-maps github repository, on the line 2320
of SCCA_Coop_R02_script.lua (constituting the mission scenario script) within the definition of function M3P1Complete there is this line:
- Code:
ScenarioFramework.CreateUnitNearTypeTrigger(M3PlayerReachedGate, ScenarioInfo.M3Gate, ArmyBrains[Player1], categories.url0001, 2)
which effectively creates a new trigger (which upon activation continues the mission scenario) which can only be triggered by moving unit with exact blueprint ID url0001 to tha gate. And if you play with Blackops ACU mod enabled you have no way of possibly doing it, because the only ACU you're given has the ID of erl0001.
What is the best continuation now? I'm not exactly sure how to fix this without changing some architectural foundations of either FAF coop map or Blackops ACU mod.
PS: Am I a bad person for necroing this old thread? I just tested it and the issue persists :-/Statistics: Posted by postscripter8 — 08 Oct 2019, 01:54
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