Search found 37 matches

by bodomalo
Mon Apr 02, 2018 3:36 pm
Forum: Mapping and Modding
Topic: remove condition?
Replies: 12
Views: 6840

Another question:
Can I count the number of times a condition has been granted?

RequiresCondition: burning < 1

Does not help me at the moment...but maybe I could have 2 conditions and
check it like that:

Code: Select all

 RequiresCondtion&#58; burning > stopburning
by bodomalo
Mon Apr 02, 2018 3:34 pm
Forum: Mapping and Modding
Topic: remove condition?
Replies: 12
Views: 6840

What if you tie taht logic to the husk of the suicide car? Asin, give the suicide car a "husk" actor which has the image of a fire, and damage everything around it through a proximity condition which grants affected units around a negative selfhealing. Not a bad idea. Different approach. Just a lit...
by bodomalo
Sun Apr 01, 2018 3:27 pm
Forum: Mapping and Modding
Topic: remove condition?
Replies: 12
Views: 6840

Autotarget yourself without lua will not work i think, you could maybe set a warhead with area damage on an actor that hits nearby units. Maybe its the best you explain us what you exactly want to do. What I want: A suicide car that only has a small explosion (not the nuke), if it explodes, nearby ...
by bodomalo
Sun Apr 01, 2018 3:11 pm
Forum: Mapping and Modding
Topic: remove condition?
Replies: 12
Views: 6840

I'm not sure I understand your question anymore. A warhead should only apply a condition in the tick where the effect or damage is dealt. I'd like to know how you managed to permanently apply a condition with a warhead. Maybe from there we can find an answer. Are you using lua, because IF, the answ...
by bodomalo
Sat Mar 31, 2018 3:16 pm
Forum: Mapping and Modding
Topic: remove condition?
Replies: 12
Views: 6840

You could use another condition and connect those two. Didn't test it but I think the condition granted when on 100% health is called "Undamaged" or "undamaged". Or you might have to use GrantConditionOnDamageState to generate a condition that is called undamaged, not sure. Now "burning && !undamag...
by bodomalo
Sat Mar 31, 2018 3:11 pm
Forum: Mapping and Modding
Topic: remove condition?
Replies: 12
Views: 6840

You could use another condition and connect those two. Didn't test it but I think the condition granted when on 100% health is called "Undamaged" or "undamaged". Or you might have to use GrantConditionOnDamageState to generate a condition that is called undamaged, not sure. Now "burning && !undamag...
by bodomalo
Fri Mar 30, 2018 5:42 pm
Forum: Mapping and Modding
Topic: remove condition?
Replies: 12
Views: 6840

remove condition?

Is there a valid way to REMOVE a granted condition? or to turn it OFF? I do not want it to be a timed condition. Example: my warhead grants a condition "burning" to all targets around 3 fields. with that condition vehicles burn, and are destroyed slowly. I would like a way to stop this condition - w...
by bodomalo
Sun Mar 25, 2018 8:08 am
Forum: Mapping and Modding
Topic: Adding Tiberian Sun shp unit - where is the shadow?
Replies: 1
Views: 1861

ShadowStart: 300

helped. Thanks!
by bodomalo
Sun Mar 25, 2018 8:02 am
Forum: Mapping and Modding
Topic: sequence combine
Replies: 5
Views: 3662

MustaphaTR wrote: There is a ShadowStart: value used for TS units/RA2 Buildings. Combine adds frames next to each other, not on top of them. You can't use them for that purpose.
So the solution is:
run:
start: 8
Facings 8:
Length: 6
Shadowstart: 300



THANKS a lot - that works!
by bodomalo
Sat Mar 24, 2018 5:58 pm
Forum: Mapping and Modding
Topic: sequence combine
Replies: 5
Views: 3662

Oh, so I understand the "COMBINE' might be usefull if I want to
add the shadow to a tiberian sun shapefile infantry unit (those shp files seem to have the unit and shadow separated)
by bodomalo
Sat Mar 24, 2018 5:53 pm
Forum: Mapping and Modding
Topic: Adding Tiberian Sun shp unit - where is the shadow?
Replies: 1
Views: 1861

Adding Tiberian Sun shp unit - where is the shadow?

So I have added UMAGON Infantry unit from Tiberian sun to my OpenRA mod. I do not understand the concept for shadows in TS. Shadows are separated, so from sequence 292 on there is always the shadow.ok How do I show the shadow to the unit then? This does not work: run: Combine: umagon: Start: 8 Lengt...
by bodomalo
Sat Mar 24, 2018 5:48 pm
Forum: Mapping and Modding
Topic: Negative resources - condition to stop harvesters < 0 res
Replies: 3
Views: 2619

Hey bodomalo, Also try b) remove the resource bar. But I think that will only prolong the crash, not prevent it. So far I have added only a few more images to the silo and proc_bar (think 5 more ZERO images), and game does not crash even if credits are at -30.000 But I understand that having minus ...
by bodomalo
Sat Mar 17, 2018 3:57 pm
Forum: Mapping and Modding
Topic: Negative resources - condition to stop harvesters < 0 res
Replies: 3
Views: 2619

ok, seems the negative index just came from the silo-storage bar on the building, that can't handle a negative image index... there does not seem to be a way to fix that I guess :-( mh, I can extend the silo.shp and add the empty silo a few times at the beginning. Then set the start point to for exa...
by bodomalo
Sat Mar 17, 2018 3:38 pm
Forum: Mapping and Modding
Topic: Negative resources - condition to stop harvesters < 0 res
Replies: 3
Views: 2619

Negative resources - condition to stop harvesters < 0 res

My mod has some crazy ideas, one of them is a unit seeding waste tiberium resource that gives negative credits when harvested. This should confuse players/harvesters. So far this works. But game will crash as soon as a player has a negative resource of less than -100, as then the shown playerresourc...
by bodomalo
Sat Mar 17, 2018 1:28 pm
Forum: Mapping and Modding
Topic: sequence combine
Replies: 5
Views: 3662

sequence combine

How does the "combine;" attribute work with sequences? My goal is to have a new rocketman, that will liedown, shot, standup, whenever it "shoots" This does not work (crash, using frames 300 something and e3 only has 14 frames) ANy idea how COMBINED works?[/code] shoot: rocketman Combine: e3: e3 Star...