Search found 198 matches

by MustaphaTR
Mon Feb 04, 2019 5:09 pm
Forum: Mapping and Modding
Topic: ClonesProducedUnits & Clonable Trait
Replies: 1
Views: 552

Re: ClonesProducedUnits & Clonable Trait

This trait is for RA2 Cloning Vats stuff. It is meant to be on a different building than the actual producer.
by MustaphaTR
Sun Dec 02, 2018 8:16 am
Forum: Mapping and Modding
Topic: Unable to add new unit shp
Replies: 2
Views: 574

Re: Unable to add new unit shp

The reasource images should be in the first image sheet, in other words, they should be defined as early in the code as possible. Go to sequences/misc.yaml and move the resources: part to the beginning of the file.
by MustaphaTR
Sun Nov 04, 2018 5:35 pm
Forum: General Discussion
Topic: AI questions
Replies: 2
Views: 597

Re: AI questions

- AI never seem to used the chronosphere. Why's that? Can it be fixed? We don't have the logic to make so some of the AI stuff. This includes Engineer, Spy, Saboteur, Chronosphere, Iron Curtain, Transports (APC/Chinook/Transport Boat) etc. - does AI see through the shroud? It seems to adapt to what...
by MustaphaTR
Fri Nov 02, 2018 7:58 am
Forum: Mapping and Modding
Topic: Possible to tell AI to use a Supply Truck to help allies?
Replies: 22
Views: 2240

Re: Possible to tell AI to use a Supply Truck to help allies?

You can edit the mod to have the LuaScript: trait on world.yaml. I handle the General's Powers in Generals Alpha and AI in Sole Survivor mods this way and this makes all the maps to read the lua. In that case .lua file should be in bits folder. Tho if a map overrides LuaScript: trait, you may need t...
by MustaphaTR
Sun Oct 21, 2018 3:45 pm
Forum: General Discussion
Topic: A Special Announcement from EA
Replies: 129
Views: 25443

Re: A Special Announcement from EA

One thing i haven't seen the other people mantion. Please, allow multiplayer with more than 8 players, preferably no hard limits, as in OpenRA. But i would be OK with something like 32 players too.
by MustaphaTR
Fri Oct 12, 2018 5:46 pm
Forum: Mapping and Modding
Topic: Will there be some more actor-spawning traits?
Replies: 5
Views: 716

Re: Will there be some more actor-spawning traits?

Also while in the topic of warheads creating actors, AS Engine has CreateActorWarhead, it could be a nice idea to try to get it to upstream.
by MustaphaTR
Sat Oct 06, 2018 12:47 pm
Forum: General Discussion
Topic: MustaphaTR's (Mod)Maps
Replies: 10
Views: 2640

Re: MustaphaTR's (Mod)Maps

Wanted to bump this topic to say i updated Chrono Fault map to lastest release, with some fixes and small changes.

Chrono Fault (SP): https://resource.openra.net/maps/29011/
by MustaphaTR
Tue Sep 25, 2018 3:40 pm
Forum: General Discussion
Topic: Hello and two basic questions
Replies: 5
Views: 577

Re: Hello and two basic questions

- When you destroy an enemy unit it shows +$500 or whatever value. Does this mean anything? Do you actually get these credits or are they added to your final score That is a bounty. A unit gives %10 of its cash to the killer. Tho it is now tied to a lobby option that is disabled by default since re...
by MustaphaTR
Sun Sep 23, 2018 5:32 pm
Forum: Mapping and Modding
Topic: Specials tiles
Replies: 4
Views: 947

Re: Specials tiles

If print screen doesn't work, ypu can use OpenRA's internal screenshot function which is CTRL+P. It would save an image at MyDocumments/OpenRA/Screenshots/ra/*version*
by MustaphaTR
Sun Sep 16, 2018 5:20 pm
Forum: General Discussion
Topic: Dune 2000 wishlist
Replies: 12
Views: 1509

Re: Dune 2000 wishlist

This version of the mod now uses the OpenRA Mod SDK. So old installation method is no longer valid. You no longer need OpenRA engine itself installed. SDK will install the engine for you. Unzip the archive file and run make.cmd and write "all" on cmd window that opens and hit enter. It should insta...
by MustaphaTR
Fri Sep 14, 2018 7:05 pm
Forum: General Discussion
Topic: Dune 2000 wishlist
Replies: 12
Views: 1509

Re: Dune 2000 wishlist

I have updated my mod to Mod SDK so you can run it without needing old OpenRA version isntalled, if you wanna test it is here: https://www.moddb.com/mods/mustaphatrs-d2k-mod
by MustaphaTR
Sun Sep 09, 2018 5:05 pm
Forum: General Discussion
Topic: Dune 2000 wishlist
Replies: 12
Views: 1509

Re: Dune 2000 wishlist

OpenRA Worms are annoying, imo, mostly because they are more cleaver than original. Dumb worms in original D2k took a target location, moved there and eat the target if it is still there, get a new one otherwise. OpenRA ones actively pursue the target. Map Pool isn't the best indeed. It was pretty s...
by MustaphaTR
Mon Sep 03, 2018 8:12 am
Forum: General Discussion
Topic: Fake Barracks, Pillbox , Turret
Replies: 2
Views: 548

Re: Fake Barracks, Pillbox , Turret

Original game only had Fake ConYard, WFac, Dome and Shipyard (and Subpen but unbuildable.). A lot of other stuff is added later to the OpenRA. There was fake SWs and Tech Center when i came here, i added fake Power Plants myself and SoScared added fake Service Depot. I dunno about defences but barra...
by MustaphaTR
Thu Jul 26, 2018 6:26 pm
Forum: Mapping and Modding
Topic: Adding new faction to map?
Replies: 8
Views: 827

Re: Adding new faction to map?

AFAIK you can only get Turkey/Spain/Greece on RA and Fremen/Corrino/Mercenaries/Smugglers on D2k on a modmap as those have their UI stuff coded in. You just need to code world.yaml and prerequisite stuff for RA factions. D2k factions are already coded in world.yaml, you just need to make them Select...