Search found 32 matches

by fernoe
Wed May 10, 2023 2:13 am
Forum: Mapping and Modding
Topic: Tileset Quick Mod?
Replies: 7
Views: 6921

Re: Tileset Quick Mod?

by fernoe
Fri Apr 01, 2022 4:40 pm
Forum: General Discussion
Topic: Hotkeys like a pro :)
Replies: 5
Views: 4149

Re: Hotkeys like a pro :)

Some of these are the same as default openra, some are based on the controls from the original games, some are just switched to keys that are easier for me to remember. A - attack move S - stop D - deploy F - view currently selected unit G - guard H - view construction yard E - select everyone T - t...
by fernoe
Wed Oct 07, 2020 8:43 am
Forum: Mapping and Modding
Topic: Having modding fun with Blender (v2.79b)
Replies: 9
Views: 8030

Re: Having modding fun with Blender (v2.79b)

Not sure if you tried this already, but you could export it as a 3DS file then upload it in 3DStoVXL then add it as a voxel Hello Fernoe This option sounds interesting (too). Where can I learn more about this "3DStoVXL" ? I think 3ds2vxl can be downloaded here. Its an old program so I dont know how...
by fernoe
Sun Oct 04, 2020 12:17 pm
Forum: Mapping and Modding
Topic: Having modding fun with Blender (v2.79b)
Replies: 9
Views: 8030

Re: Having modding fun with Blender (v2.79b)

Ronald wrote:
Thu Sep 24, 2020 10:52 pm
KOYK_GR wrote:
Thu Sep 24, 2020 2:03 am
Curious to see them in-game with screenshots
Therefore I first need to learn how I can get from a 3D model to a fully functioning OpenRA unit.
Not sure if you tried this already, but you could export it as a 3DS file then upload it in 3DStoVXL then add it as a voxel
by fernoe
Sun Mar 10, 2019 8:53 pm
Forum: General Discussion
Topic: How to get rest of the missions in RA?
Replies: 2
Views: 2530

Re: How to get rest of the missions in RA?

The files for the missions in the original games aren't compatible with OpenRA and the missions that are playable in OpenRA are missions that the OpenRA team have remade, with a large amount of code being made from scratch. You'll just have to wait until the team has finished remaking all of the mis...
by fernoe
Sun Jun 04, 2017 1:13 pm
Forum: General Discussion
Topic: Flak track carry 5 troops like RA2, give Allies their APC
Replies: 12
Views: 13393

Chinooks ! :) (and Phase transports if you're England) Lol, I think both teams should have Chinooks.. as they did in the original, which I contemplated including in my OP, but that has been brought up many times before. So yes, I think both teams should have transport helicopter, Allies should have...
by fernoe
Sat Jun 03, 2017 11:35 pm
Forum: Mapping and Modding
Topic: Playing around with speedmultiplier
Replies: 9
Views: 6270

Re: Playing around with speedmultiplier

LST: ->cargo: ->->loadedCondition: ->SpeedMultiplier@L1: ->->RequiresCondition: Loaded >= 3 ->->Modifier: 95 ->SpeedMultiplier@L2: ->->RequiresCondition: Loaded >= 6 ->->Modifier: 95 ->SpeedMultiplier@L3: ->->RequiresCondition: Loaded >= 9 ->->Modifier: 95 ->SpeedMultiplier@L4: ->->RequiresConditio...
by fernoe
Thu Jun 01, 2017 3:42 am
Forum: General Discussion
Topic: Why basepushing is so strong
Replies: 85
Views: 327236

Ok, i've briefly read though the thread. i was actually testing out some ideas to limit, but not completely kill, basepushing. One thing i tested was changing the mcv's buildup time to 300 ticks (i think that = 12 seconds). i discoveed that the buildable area around the mcv doesnt work until the bu...
by fernoe
Tue May 30, 2017 9:26 pm
Forum: General Discussion
Topic: Why basepushing is so strong
Replies: 85
Views: 327236

@fornoe I like this idea. I mentioned something very similar awhile back in omnoms tab edit thread. While I like the idea of the slower deploy I don't like the idea of a slower pack up. The slower deploy gives u ample time to react as the defender while still being deadly if undiscovered. The slowe...
by fernoe
Tue May 30, 2017 11:57 am
Forum: General Discussion
Topic: Why basepushing is so strong
Replies: 85
Views: 327236

Ok, i've briefly read though the thread. i was actually testing out some ideas to limit, but not completely kill, basepushing. One thing i tested was changing the mcv's buildup time to 300 ticks (i think that = 12 seconds). i discoveed that the buildable area around the mcv doesnt work until the bui...
by fernoe
Mon May 15, 2017 1:20 pm
Forum: Mapping and Modding
Topic: Conditions Question
Replies: 10
Views: 7159

you can give the unit two different weapons and use conditions to set which weapons is fired (so if you had two weapon, one shoots faster than the other) so if you had Armament@Condition1 RequiresCondition: condition1 Armament@Condition2 RequiresCondition: -condition1 (this code isn't 100% accurate,...
by fernoe
Sun May 07, 2017 6:36 pm
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 58943

Soviets lack of ballistics in the sea has worried me a bit. Especially in the early game. Hence why I considered giving them the gun boat too. While I wouldn't be opposed to adding something like the sea scorpion I would find that incredibly hard to balance. since a sea scorpion would have the exac...
by fernoe
Thu May 04, 2017 9:48 am
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 58943

I mostly agree with you. I know other discussions have happened, but I still think the Hind, Chinook (Transport Helicopter) and Helipad should be available to the Soviets. They had all these available in the original and I don't understand why they don't now? The Hind and Yak do the same thing, so ...
by fernoe
Thu May 04, 2017 9:03 am
Forum: General Discussion
Topic: General Discussion / Simple Questions, Simple Answers
Replies: 101
Views: 121079

Hi guys I am currently trying to add separate production queues into red alert, like how the tiberium dawn mod does it. I've removed ClassicProductionQueue stuff from player.yaml and added ProductionQueue stuff to buildings. I get separate production queues but now the production tabs dont work, ie ...
by fernoe
Wed May 03, 2017 11:06 am
Forum: General Discussion
Topic: Men are being trained as veterans
Replies: 19
Views: 19932

The effects of infiltration are listed here https://github.com/OpenRA/OpenRA/wiki/T ... ateforcash