Search found 49 matches

by Zeruel87
Tue Dec 03, 2019 2:38 pm
Forum: Mapping and Modding
Topic: Need Help to shorten and Improve LUA Script
Replies: 4
Views: 1567

Re: Need Help to shorten and Improve LUA Script

another Rroblem i encounter when i try to shorten my Script is: when i try to shorten fact = p2.GetActorsByType("fact") pyle = p2.GetActorsByType("pyle") hand = p2.GetActorsByType("hand") afld = p2.GetActorsByType("afld") weap = p2.GetActorsByType("weap") hpad = p2.GetActorsByType("hpad") to buildin...
by Zeruel87
Wed Nov 27, 2019 9:53 pm
Forum: Mapping and Modding
Topic: Need Help to shorten and Improve LUA Script
Replies: 4
Views: 1567

Re: Need Help to shorten and Improve LUA Script

Okay let me be more specific, maybe someone can answer this LUA question: for i=0,15 do local Spieler = Player.GetPlayer("Multi" .. tostring(i)) with this i can shorten everything, so it checks every player form 1 to 16 in that order. BUT who knows how to either shuffle the numbers OR how to start c...
by Zeruel87
Mon Nov 25, 2019 10:27 pm
Forum: Mapping and Modding
Topic: C&C Meets Star Wars
Replies: 44
Views: 23177

Re: C&C Meets Star Wars

maybe i/we include StarWars Galactic Battleground in "Cameo" Mod in the future :) but not in the near one.
lets see what the future holds.
at least sone kind of CnC meets StarWars
by Zeruel87
Fri Nov 22, 2019 10:59 pm
Forum: Mapping and Modding
Topic: How do add custom traits?
Replies: 4
Views: 1201

Re: How do add custom traits?

i know traits need to be written in a certain way (C#), iam not writing Traits myself, iam testing this with existing traits of another mod that iam allowed to use.

Yes, i care about many things, my Spirit and motivation to do modding is high :D i just dont know how to add existing traits (.cs)
by Zeruel87
Fri Nov 22, 2019 9:41 pm
Forum: Mapping and Modding
Topic: How do add custom traits?
Replies: 4
Views: 1201

How do add custom traits?

Greetings, is there a Tutorial how to add custom traits, if yes, where can i find it, if no, how to do it. As far as my understanding goes it has to do with (for example the "example" mod) the "OpenRA.Mods.Example" folder, the Traits themself are in form of ".cs" files and it has something to do wit...
by Zeruel87
Fri Nov 22, 2019 9:35 am
Forum: Mapping and Modding
Topic: ClassicProductionQueue Strange Phenomenon
Replies: 8
Views: 880

Re: ClassicProductionQueue Strange Phenomenon

The fact that Nod is horribly offseted already implies to me that something is VERY wrong in the YAML coding there. Although bumping the game to playtest and to the new Observer UI might fix it altogether. I can even imagine with those weird offsets that the Allied/Soviet queues just run out of the...
by Zeruel87
Sat Nov 16, 2019 7:38 pm
Forum: Mapping and Modding
Topic: BotModule for DeliverCash & DeliverExperience in the future?
Replies: 1
Views: 394

BotModule for DeliverCash & DeliverExperience in the future?

Greetings (me again) there is the "CaptureManagerBotModule" that tells AI to use Engineers to capture certain buildings. is there also some kind of module or Logic that tells bots to use the money delivering "Supply Truck" to assist allies. same for DeliversExperience. i know i hat similar posts in ...
by Zeruel87
Sat Nov 16, 2019 6:48 pm
Forum: Mapping and Modding
Topic: ClassicProductionQueue Strange Phenomenon
Replies: 8
Views: 880

Re: ClassicProductionQueue Strange Phenomenon

That is odd, I just added a ClassicProductionQueue for Building.GDI (Group: Building) to the Player actor in TD and it worked fine. Which version are you using? (I suppose this could already be fixed, since the new spectator UI has the Production tab on F4. ^^) i use the latest release version as a...
by Zeruel87
Thu Nov 14, 2019 12:26 pm
Forum: Mapping and Modding
Topic: Animated Tiles/TileSet possible?
Replies: 2
Views: 504

Animated Tiles/TileSet possible?

Greetings, i wonder if it is possible to make Tiles that are animated. i know that i can make actors like trees and aniamte them, but what about if i want to make an animated ground tile like gras moving to the wind or flowers. if i do this with an actor it occupies a space which means you cant plac...
by Zeruel87
Tue Nov 12, 2019 7:37 am
Forum: Mapping and Modding
Topic: ClassicProductionQueue Strange Phenomenon
Replies: 8
Views: 880

Re: ClassicProductionQueue Strange Phenomenon

i noticed another problem when doing both queues. as soon as i put the ClassicProductionQueue traits in the player.yaml and then i enter a game as Spectator, i cant see what the players are building, except GDI and maybe Nod, it seems as the display of the production is in a "row", starting with the...
by Zeruel87
Wed Oct 30, 2019 8:17 am
Forum: Mapping and Modding
Topic: ClassicProductionQueue Strange Phenomenon
Replies: 8
Views: 880

Re: ClassicProductionQueue Strange Phenomenon

Any idea why that is? are the CnC Menus differently Programmed/scripted and is that why that Phenomenon appears? Correct. The sidebar logic is different for classic vs per-structure production queues. New code will need to be written to handle a mix. i thought so, but i found a workaround by giving...
by Zeruel87
Tue Oct 29, 2019 9:34 pm
Forum: Mapping and Modding
Topic: ClassicProductionQueue Strange Phenomenon
Replies: 8
Views: 880

ClassicProductionQueue Strange Phenomenon

Greetings, iam modding with CnC as a base and not RA. i recently made a LobbyCheckbox that enables a prerequisite that translates into a Condition. long story short: i can change the "ProductionQueue" from CnC where you build in each individual Building to the RA Style where you build one Unit at a ...
by Zeruel87
Sun Oct 20, 2019 7:04 pm
Forum: Mapping and Modding
Topic: [Mod] OpenSC
Replies: 12
Views: 1257

Re: [Mod] OpenSC

also i just found this regarding Blizzard and their content so the facts are: https://www.blizzard.com/en-us/company/about/legal-faq.html What is Blizzard Entertainment's® copyright/trademark policy for the Internet, specifically for fansites? Can I use Blizzard Entertainment's® images, text or soun...
by Zeruel87
Sun Oct 20, 2019 6:50 pm
Forum: Mapping and Modding
Topic: GrantExternalConditionWarhead Bug?
Replies: 2
Views: 488

Re: GrantExternalConditionWarhead Bug?

AHHHHH THATS AWESOME

i looked in the GitHub Page https://github.com/OpenRA/OpenRA/wiki/Weapons that Trait was not mentioned there :) thanks, that solves my issue!
by Zeruel87
Sun Oct 20, 2019 6:48 pm
Forum: Mapping and Modding
Topic: [Mod] OpenSC
Replies: 12
Views: 1257

Re: [Mod] OpenSC

Would be awesome to fight RA vs SC lol it already exists in my mod! you can check it out in my signature. and yeah... if Blizzard has a problem with my free Fan made mod that uses over 10 year old assets i would have to take it down or remove these assets, until then. i and others enjoy my free mod...