Search found 56 matches
- Mon Dec 23, 2019 6:18 pm
- Forum: Mapping and Modding
- Topic: Traits "Health" & "Harvester" changeable by condition?
- Replies: 2
- Views: 12858
Traits "Health" & "Harvester" changeable by condition?
Greetings, in the Trait list i see no way to change the Max Health (HP) value of an actor. Same thing goes for Harvester, i see no way via conditions or prerequisites to change the harvesting speed or unload speed of harvesters. is there any way? one workaround i can imagine is to replace the whole ...
- Thu Dec 12, 2019 10:33 am
- Forum: Mapping and Modding
- Topic: Possible to tell AI to use a Supply Truck to help allies?
- Replies: 24
- Views: 22686
Re: Possible to tell AI to use a Supply Truck to help allies?
just for the record, meanwhile i managed to improve the LUA script significantly
https://github.com/Zeruel87/AiSupplyTru ... oneyLUAnew
the over 40.000 line long script is now about 400 line long
https://github.com/Zeruel87/AiSupplyTru ... oneyLUAnew
the over 40.000 line long script is now about 400 line long
- Thu Dec 12, 2019 9:32 am
- Forum: Mapping and Modding
- Topic: Currently working mods
- Replies: 5
- Views: 5232
Re: Currently working mods
i dont know about the old star wars mod itself, i have nothing directly to do with it, i recently noticed that it existed / was started and i independently wanted to add a Star Wars based faction to Cameo myself.
- Wed Dec 11, 2019 9:31 pm
- Forum: Mapping and Modding
- Topic: Need Help to shorten and Improve LUA Script
- Replies: 8
- Views: 20293
Re: Need Help to shorten and Improve LUA Script
okay iam experimenting, my latest script for units that upgrade the rank of powerplants to increase their power looks like this: p1building = function() for c=0,15 do local Creator = Player.GetPlayer("Multi" .. tostring(c)) if Creator and Creator.IsBot then for p=1,#powerall do citybotelitearchitect...
- Wed Dec 11, 2019 10:06 am
- Forum: Mapping and Modding
- Topic: Need Help to shorten and Improve LUA Script
- Replies: 8
- Views: 20293
Re: Need Help to shorten and Improve LUA Script
i had time to do some research, i now understand how and why the # works
it is exactly this thingy that solves my problem, it utilizes all elements that are in the table {}
thanks a bunch, that shortens and improves my scripts by many lines and i learned soemthing new
it is exactly this thingy that solves my problem, it utilizes all elements that are in the table {}
thanks a bunch, that shortens and improves my scripts by many lines and i learned soemthing new
- Wed Dec 11, 2019 5:21 am
- Forum: Mapping and Modding
- Topic: Currently working mods
- Replies: 5
- Views: 5232
Re: Currently working mods
iam about to release the next version of Cameo next week.
i can again do a NON-STANDALONE release where you drag and drop / exchange the cnc folder to play.
altough the main screen will look butchered for technical reasons
i can again do a NON-STANDALONE release where you drag and drop / exchange the cnc folder to play.
altough the main screen will look butchered for technical reasons
- Tue Dec 10, 2019 10:44 pm
- Forum: Mapping and Modding
- Topic: Need Help to shorten and Improve LUA Script
- Replies: 8
- Views: 20293
Re: Need Help to shorten and Improve LUA Script
finally i got time to test this out. i just tested this: Gebilde = {"citybotnuke", "cityc", "citybotcoal", "citybotr", "citybotr2"} p1building = function() if p1 and p1.IsBot then for i=1,#Gebilde do citybotelitearchitect = p1.GetActorsByType("citybotelitearchitect") for _,expert in pairs(cityboteli...
- Tue Dec 03, 2019 2:38 pm
- Forum: Mapping and Modding
- Topic: Need Help to shorten and Improve LUA Script
- Replies: 8
- Views: 20293
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...
- Wed Nov 27, 2019 9:53 pm
- Forum: Mapping and Modding
- Topic: Need Help to shorten and Improve LUA Script
- Replies: 8
- Views: 20293
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...
- Mon Nov 25, 2019 10:27 pm
- Forum: Mapping and Modding
- Topic: C&C Meets Star Wars
- Replies: 44
- Views: 65838
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
lets see what the future holds.
at least sone kind of CnC meets StarWars
- Fri Nov 22, 2019 10:59 pm
- Forum: Mapping and Modding
- Topic: How do add custom traits?
- Replies: 5
- Views: 6375
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 i just dont know how to add existing traits (.cs)
Yes, i care about many things, my Spirit and motivation to do modding is high i just dont know how to add existing traits (.cs)
- Fri Nov 22, 2019 9:41 pm
- Forum: Mapping and Modding
- Topic: How do add custom traits?
- Replies: 5
- Views: 6375
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...
- Fri Nov 22, 2019 9:35 am
- Forum: Mapping and Modding
- Topic: ClassicProductionQueue Strange Phenomenon
- Replies: 8
- Views: 6956
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...
- Sat Nov 16, 2019 7:38 pm
- Forum: Mapping and Modding
- Topic: BotModule for DeliverCash & DeliverExperience in the future?
- Replies: 1
- Views: 2505
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 ...
- Sat Nov 16, 2019 6:48 pm
- Forum: Mapping and Modding
- Topic: ClassicProductionQueue Strange Phenomenon
- Replies: 8
- Views: 6956
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...