Search found 641 matches
- Wed Apr 10, 2024 10:35 pm
- Forum: Mapping and Modding
- Topic: I wish to create a custom or modded menu for maps! kinda like Melon's
- Replies: 2
- Views: 645
Re: I wish to create a custom or modded menu for maps! kinda like Melon's
Hi. The lobby settings are exposed via their traits. You can search for "lobby" or "checkbox" on https://docs.openra.net/en/release/traits/ . See https://docs.openra.net/en/release/trai ... techeckbox for an example for a trait that can be added for custom behaviour.
- Mon Apr 01, 2024 7:45 pm
- Forum: Mapping and Modding
- Topic: Adding support for sprite formats
- Replies: 1
- Views: 1008
Re: Adding support for sprite formats
Hi. Try adding the D2k dll to the assemblies your mod uses:
Code: Select all
Assemblies:
^BinDir|OpenRA.Mods.Common.dll
^BinDir|OpenRA.Mods.Example.dll
^BinDir|OpenRA.Mods.D2k.dll
- Thu Mar 21, 2024 4:19 pm
- Forum: General Discussion
- Topic: Dune 2000 Missions in chronological order?
- Replies: 1
- Views: 395
Re: Dune 2000 Missions in chronological order?
Hi. Unfortunately there is no such functionality.
- Thu Mar 21, 2024 4:18 pm
- Forum: Mapping and Modding
- Topic: map making
- Replies: 1
- Views: 298
Re: map making
The problem is that the players are not tied to spawn points. Multi0 is the "first" player in the lobby, Multi1 the second etc. So when for example the first player in the lobby selects Spawn C, then Multi0 will spawn at C. If you assign the PowerPlant next to spawn A to Multi0 then the player spawn...
- Sun Mar 10, 2024 10:54 pm
- Forum: General Discussion
- Topic: Noob question: Is this supposed to happen?
- Replies: 2
- Views: 473
Re: Noob question: Is this supposed to happen?
Are you playing on a map with a custom script? The default AI should not have carryall reinforcements, so what you describe sounds very strange.
- Sun Mar 10, 2024 10:52 pm
- Forum: General Discussion
- Topic: What is the difference between bots?
- Replies: 2
- Views: 446
Re: What is the difference between bots?
There are no real meaningful differences between the AIs. In theory HAL sends smaller attack squads, and the composition of squads differ between Cabal and Watson.
- Sun Mar 10, 2024 10:49 pm
- Forum: General Discussion
- Topic: How create Bot using Python
- Replies: 3
- Views: 326
Re: How create Bot using Python
OpenRA does not expose an API for Python. We only have a Lua API for scripting missions: https://docs.openra.net/en/release/lua/
- Mon Mar 04, 2024 1:00 am
- Forum: Mapping and Modding
- Topic: Mod: C&C: Combined Arms
- Replies: 33
- Views: 69728
Re: Mod: C&C: Combined Arms
Hi. Windows 7 is no longer officially supported by the OpenRA engine, so you might be out of luck here without upgrading your Operating System.
- Mon Mar 04, 2024 12:55 am
- Forum: General Discussion
- Topic: Help setting up Private game
- Replies: 1
- Views: 251
Re: Help setting up Private game
Hi, you need to put the key here: ucp.php?i=232
However, that is not needed to create a private game. Simply go to the Multiplayer Menu and click "Create". There you can set a password so that only your friends can join.
However, that is not needed to create a private game. Simply go to the Multiplayer Menu and click "Create". There you can set a password so that only your friends can join.
- Wed Feb 28, 2024 12:04 am
- Forum: Mapping and Modding
- Topic: making the nuke weapon purchasable
- Replies: 5
- Views: 737
Re: making the nuke weapon purchasable
OnAddedToWorld takes a reference to an already existing actor. The easiest option would probably to check in the Tick function if Map.ActorsInWorld has any actor with type "CAMERA.nuke". (But can lead to worse performance, you'll have to try it.) Alternatively you'd need to define a cell trigger ove...
- Mon Feb 26, 2024 9:27 am
- Forum: General Discussion
- Topic: Multiplayer mode does not work. incompatible version
- Replies: 1
- Views: 339
Re: Multiplayer mode does not work. incompatible version
Are you sure you are not accidentally starting an older version that was installed before? The version is visible in the top right beneath the logo in the main menu, so you can check there if the versions are the same. I would try completely uninstalling from both PCs and then reinstalling.
- Wed Feb 21, 2024 12:28 pm
- Forum: Mapping and Modding
- Topic: making the nuke weapon purchasable
- Replies: 5
- Views: 737
Re: making the nuke weapon purchasable
Hi, one option could be using an ion cannon power with a dummy actor that is purchasable as you already implemented and then target the dummy actor's location by using "ActivateNukePower" via Lua: https://docs.openra.net/en/release/lua/#support-powers It is possible but will need some fiddling around.
- Sun Feb 04, 2024 9:06 pm
- Forum: General Discussion
- Topic: Sometimes in big maps gamplay gets temporary fps drops making it unplayable
- Replies: 5
- Views: 1758
Re: Sometimes in big maps gamplay gets temporary fps drops making it unplayable
There is a milestone of items to be completed before a new release: https://github.com/OpenRA/OpenRA/milestone/35 That is only an indicator though, ideally all items are completed but the milestone might still be changed, it also highly depends on how many people of the dev team have enough spare ti...
- Sat Jan 27, 2024 11:29 pm
- Forum: Mapping and Modding
- Topic: How to resolve "This map is not compatible with this version of OpenRA"?
- Replies: 3
- Views: 1870
Re: How to resolve "This map is not compatible with this version of OpenRA"?
"debug.log" in the logs directory might contain a hint when the map fails to load. Alternatively use the utility shipped with the game to check the maps for lint errors, using the "--check-yaml" command: https://github.com/OpenRA/OpenRA/wiki/Utility
- Sat Jan 27, 2024 11:26 pm
- Forum: General Discussion
- Topic: Sometimes in big maps gamplay gets temporary fps drops making it unplayable
- Replies: 5
- Views: 1758
Re: Sometimes in big maps gamplay gets temporary fps drops making it unplayable
The AI has trouble managing a large amount of units that cannot move, e.g. when there are walls or cliffs/bridges. The next release will contain some fixes to mitigate this problem, so it hopefully will not be as bad.