Search found 11 matches

by ephja
Wed Dec 30, 2015 1:56 pm
Forum: Mapping and Modding
Topic: Re-using production icon widgets for other purposes
Replies: 4
Views: 4399

Best thing you could do for such (assuming no capability to do a C# hack for your mod) is to use individual (TD-mod style) build queues then add your RPG elements as dummy actor build options but it'll look messy in a way. I do have a little bit of experience with the engine code, so I'm going to t...
by ephja
Tue Dec 29, 2015 10:15 pm
Forum: Mapping and Modding
Topic: Re-using production icon widgets for other purposes
Replies: 4
Views: 4399

Graion Dilach wrote: What is your intention here?
I would like to use it for skill bars for example (RPG mechanics), but I do have more experience now so I might be able to figure it out when I get back to this.
by ephja
Tue Dec 29, 2015 2:20 am
Forum: Mapping and Modding
Topic: Using weapons from another mod
Replies: 2
Views: 3062

Exception of type `System.InvalidOperationException`: /home/exe/src/openra/mods/ts/sequences/misc.yaml:66: Sequence rank.rank uses frames [7..8], but only 0..5 actually exist I get error messages like these, and it might be because something is being overridden when I add "./mods/cnc/bits" to "Fold...
by ephja
Mon Dec 28, 2015 10:54 pm
Forum: Mapping and Modding
Topic: Using weapons from another mod
Replies: 2
Views: 3062

Using weapons from another mod

How would one replace TS's E3 weapon with the bazooka in RA for example?
by ephja
Mon Dec 28, 2015 5:04 pm
Forum: Mapping and Modding
Topic: Getting the teams designated to the players in the lobby
Replies: 3
Views: 3539

Ok so clients can refer to bots too. Thanks.
by ephja
Mon Dec 28, 2015 3:29 pm
Forum: Mapping and Modding
Topic: A question regarding damage modifiers (TS)
Replies: 2
Views: 3274

I can't test it atm but I'd assume the main problem comes from small falloff + missile's proximity behaviour (CloseEnough) and building foundation vs building health radius resulting with a too small percentage for Bazooka converging the end result to 0. Enable the Combat Debug Overlay - if you mod...
by ephja
Mon Dec 28, 2015 8:12 am
Forum: Mapping and Modding
Topic: Getting the teams designated to the players in the lobby
Replies: 3
Views: 3539

Getting the teams designated to the players in the lobby

Player.PlayerReference.Team appears to be set to 0 for everyone. I've tested this in a game with me and a bot; each of whom is designated a separate team.
by ephja
Sat Dec 26, 2015 4:13 pm
Forum: Mapping and Modding
Topic: A question regarding damage modifiers (TS)
Replies: 2
Views: 3274

A question regarding damage modifiers (TS)

I have a damage modifier with a huge value (1 million), and it does cause my Bazooka unit to kill infantry in one hit, but it seems as though the modifier is being ignored when the target is a building. why is that? However, if I increase the damage of the Bazooka from 25 to 2500, then that causes b...
by ephja
Thu Dec 24, 2015 12:30 am
Forum: Mapping and Modding
Topic: Load times when testing changes
Replies: 1
Views: 2581

Load times when testing changes

What does the engine spend the most time on when loading any of the official mods? Can the load time be reduced?
by ephja
Thu Dec 24, 2015 12:16 am
Forum: Mapping and Modding
Topic: Re-using production icon widgets for other purposes
Replies: 4
Views: 4399

Re-using production icon widgets for other purposes

How would I do that? It does seem tricky.
Maybe it's best to define a new widget and then re-use the animation. How do I reference the clock animation for TS?
by ephja
Mon Dec 21, 2015 9:20 pm
Forum: Mapping and Modding
Topic: [SOLVED] OpenRA dependencies not found
Replies: 0
Views: 5207

[SOLVED] OpenRA dependencies not found

I'm unable to build any of the solutions that reference other OpenRA solutions: /home/exe/src/OpenRA/OpenRA.Mods.RA/Activities/Infiltrate.cs(19,19): Error CS0234: The type or namespace name `Common' does not exist in the namespace `OpenRA.Mods'. Are you missing an assembly reference? (CS0234) (OpenR...