Search found 337 matches

by abcdefg30
Tue Sep 17, 2019 8:03 am
Forum: General Discussion
Topic: newest release
Replies: 1
Views: 75

Re: newest release

What crashes, Red Alert? Can you post the exception log please? (Otherwise it will be difficult for us to help.)
by abcdefg30
Mon Sep 16, 2019 10:12 pm
Forum: General Discussion
Topic: Map Making Guide
Replies: 7
Views: 149

Re: Map Making Guide

I don't have permission to change announcements, so an admin would have to do that. Regarding the archive folder: Iirc that has been discussed once already, and the result from there was "the later pages are the archive". I don't know if that still holds, but still think that guides are better place...
by abcdefg30
Sun Sep 15, 2019 2:27 pm
Forum: General Discussion
Topic: Map Making Guide
Replies: 7
Views: 149

Re: Map Making Guide

Imho it would be a good idea to start putting this at https://github.com/OpenRA/book, so it doesn't get buried in the forums over time. (I opened https://github.com/OpenRA/book/issues/16 so that we don't lose track of this.)
by abcdefg30
Sat Sep 14, 2019 8:56 pm
Forum: General Discussion
Topic: Installed movies / campaign & movie size
Replies: 1
Views: 55

Re: Installed movies / campaign & movie size

Although I can start the missions individually with the videos, there doesn't no seem to be a "Play campaign" option, can this be added? This is actually planned for the next release after the release we are currently finalising. Finally, I played a mission, and I found something odd; the debriefin...
by abcdefg30
Wed Aug 21, 2019 10:37 am
Forum: Mapping and Modding
Topic: Part 2 of my "First time modding OpenRA." topic.
Replies: 2
Views: 267

Re: Part 2 of my "First time modding OpenRA." topic.

I think you'll have to add "MoveIntoShroud: false" to the "Aircraft" trait to prevent them from moving into shroud. If you have trouble with the carryall setup I would recommend looking how our TS mod defines it (you can view the yaml files here https://github.com/OpenRA/OpenRA/tree/bleed/mods/ts/ru...
by abcdefg30
Tue Aug 20, 2019 8:11 pm
Forum: Mapping and Modding
Topic: First time modding OpenRA.
Replies: 2
Views: 167

Re: First time modding OpenRA.

For some reason I can't open the attached archive. My guess would be that you need to remove the "AutoCarryable" trait from "^Vehicles" (the default that all vehicles inherit). Something like the following should work:

Code: Select all

^Vehicle:
	-AutoCarryable:
by abcdefg30
Thu Aug 08, 2019 2:58 pm
Forum: General Discussion
Topic: Summer-2019 pre-playtest preview
Replies: 14
Views: 1493

Re: Summer-2019 pre-playtest preview

Thanks for the reports! Two PRs were filed that hopefully fix those bugs for the next version.
by abcdefg30
Sun Aug 04, 2019 1:55 pm
Forum: General Discussion
Topic: Vision range for units (fog of war, shroud)
Replies: 7
Views: 358

Re: Vision range for units (fog of war, shroud)

Thewreck wrote:
Sun Aug 04, 2019 9:16 am
[...] the second felt like units could not target enemies while moving between cells.
That is actually true (for most units at least, turrets are a bit different for example). Infantry need to finish moving before they can start attacking.
by abcdefg30
Wed Jul 24, 2019 9:32 pm
Forum: Mapping and Modding
Topic: possible traits of sequences yaml files
Replies: 6
Views: 426

Re: possible traits of sequences yaml files

Yes, afaik you can't scale the death animation down without editing the artwork like you and graion mentioned.
by abcdefg30
Sun Jul 14, 2019 5:21 pm
Forum: General Discussion
Topic: Back to the roots
Replies: 12
Views: 793

Re: Back to the roots

Don't worry, it was already wrong in GDs post. ^^
by abcdefg30
Sun Jul 14, 2019 3:25 pm
Forum: General Discussion
Topic: Back to the roots
Replies: 12
Views: 793

Re: Back to the roots

No, that is not possible in RA.
by abcdefg30
Sat Jun 15, 2019 7:46 am
Forum: Mapping and Modding
Topic: RA+ Mod thread
Replies: 6
Views: 1011

Re: RA+ Mod thread

Just a side note: Dropping mods into another OpenRA install is discouraged, as the mod will break once default OpenRA is updated. In case you want your mod to be standalone you should have a look at https://github.com/OpenRA/OpenRAModSDK.
by abcdefg30
Sun Jun 09, 2019 10:48 pm
Forum: Mapping and Modding
Topic: Issues creating attack waves when named actor's are destroyed
Replies: 6
Views: 533

Re: Issues creating attack waves when named actor's are destroyed

I guess you might need to set "NODAttackWave2.barracks" to the new actor as well, i.e. "NODAttackWave1.barracks = NODHand2". Did you disable the IsDead checks? Because I don't see how it would crash otherwise.