Search found 246 matches

by Graion Dilach
Tue Aug 11, 2015 9:18 am
Forum: Mapping and Modding
Topic: Help, Exception of type `System.Exception`:
Replies: 13
Views: 4571

- what abbreviations for actors are used (a list) OpenRA/modname/rules. Read. Notice that every IDs starting with ^ are just templates. This is the finest example where I say that the other shouldn't even mod if this is beyond his capabilities. - how to build a map with only units (no MCV) - how to...
by Graion Dilach
Mon Aug 10, 2015 8:58 pm
Forum: General Discussion
Topic: Why does TD allow multi-Produce but RA doesnt?
Replies: 3
Views: 1377

The multiproduction thing of TD's was a design chance back in 2010-11 maybe, when TD had it's own gameplay designer, which led practically that the TD gameplay is the least remiscient of the original. This multiproduction has great effects on balance though, so I don't think it'll be transferred ove...
by Graion Dilach
Mon Aug 10, 2015 3:11 pm
Forum: Mapping and Modding
Topic: Help, Exception of type `System.Exception`:
Replies: 13
Views: 4571

As once a RA2 veteran modder said - modding is an art. When you have to write guides for every little thing, you've lost the creativity of it. There are those things which one should figure out on their own. Especially considering that OpenRA as a platform changes dynamically and one has to maintain...
by Graion Dilach
Sun Aug 09, 2015 11:01 am
Forum: Mapping and Modding
Topic: Help, Exception of type `System.Exception`:
Replies: 13
Views: 4571

Try ./OpenRA.Utility.exe ra --check-yaml /Users/Raymond/Library/Application Support/OpenRA/maps/ra/radioactive.oramap. The issue with Linux and - I guess Mac falls into this - is that unlike Windows, these OSes does not contain the local folder in their $PATH variable, thereby without the ./ prefix ...
by Graion Dilach
Sat Aug 08, 2015 11:25 am
Forum: Mapping and Modding
Topic: Help, Exception of type `System.Exception`:
Replies: 13
Views: 4571

Terminal is the command-line window. I personally don't see what's there to explain - you open a terminal window in your OpenRA folder (on Windows, the easiest method would be thttp://www.sevenforums.com/tutorials/27778-open-command-window-here.html if you use Explorer, typing cmd in the text bar be...
by Graion Dilach
Fri Aug 07, 2015 8:12 pm
Forum: Mapping and Modding
Topic: Installed Mods FATAL ERROR
Replies: 2
Views: 1970

The ts and the ra2 mods are against the bleed they're paired with in the source and will not work with your playlist/release version.

Most other mods are probably outdated.
by Graion Dilach
Thu Aug 06, 2015 7:26 am
Forum: Mapping and Modding
Topic: Getting started in Modding for Command and Conquer games.
Replies: 6
Views: 2106

@raymundo, there is an actual way to place a comment in yaml, use the # mark, e.g. harv: Inherits: ^Harvester Buildable: Prerequisites: ~narefn IconPalette: harvicon Valued: Cost: 1400 Tooltip: Name: War Miner Voiced: VoiceSet: WarMinerVoice Harvester: Capacity: 10 DeliverVoice: Move # AI uses harve...
by Graion Dilach
Wed Aug 05, 2015 10:22 pm
Forum: Mapping and Modding
Topic: Getting started in Modding for Command and Conquer games.
Replies: 6
Views: 2106

Keep in mind that modding OpenRA is not equal to modding a traditional C&C game at all. As modding tools, while OpenRA.Utility works, it's performance is inferior and not exactly modder-friendly, I suggest you to XCC Mixer . If you want to work with voxels as well, Voxel Section Editor III - or comm...
by Graion Dilach
Tue Aug 04, 2015 11:58 pm
Forum: Mapping and Modding
Topic: Ant Units (Update: map added "Radioactive Forest")
Replies: 8
Views: 3018

MadTank requires WithFacingSpriteBody in playtest and RenderUnit in last release, which are probably already inherited from ^Tank, your crash is caused by the fact that you're using WithInfantryBody and you don't remove the inherited renderer trait.
by Graion Dilach
Mon Aug 03, 2015 11:58 pm
Forum: Mapping and Modding
Topic: Custom building
Replies: 9
Views: 3309

That will still let the ant to be produced from the barracks. But this reminded me that the answer is even more straightforward - dogs are the perfect example. Are you sure? Look at the prerequisites, "~factant" shouldn't allow that. Having it as prereq alone wouldn't solve the possibility of produ...
by Graion Dilach
Mon Aug 03, 2015 7:53 pm
Forum: Mapping and Modding
Topic: Custom building
Replies: 9
Views: 3309

Code: Select all

DOG:
	Buildable:
		Queue: Infantry
		BuildAtProductionType: Dog
		BuildPaletteOrder: 50
		Prerequisites: ~kenn, ~techlevel.infonly

KENN:
	Production:
		Produces: Infantry, Dog
should answer your first question. The further ones aren't possible as far as I know.
by Graion Dilach
Mon Aug 03, 2015 3:08 pm
Forum: Mapping and Modding
Topic: Custom building
Replies: 9
Views: 3309

That will still let the ant to be produced from the barracks. But this reminded me that the answer is even more straightforward - dogs are the perfect example.
by Graion Dilach
Mon Aug 03, 2015 11:09 am
Forum: Mapping and Modding
Topic: Custom building
Replies: 9
Views: 3309

This is the RA mod, right? If you resubclassify all units in a production queue (look at helicopters and aircrafts, how they have a subclass of the Aircraft queue along with them) then you can do that with an existing queue. Mapmods can't do more - you have to go for complete mod if you intend to ad...
by Graion Dilach
Thu Jul 30, 2015 1:14 pm
Forum: Mapping and Modding
Topic: (Question) `Movies` is not a valid mod manifest entry.
Replies: 2
Views: 1380

These mods are outdated and do not work with the current releases/playtests. Contact their mod developers to see what can be done regarding it.
by Graion Dilach
Sun Jul 26, 2015 10:39 pm
Forum: Mapping and Modding
Topic: Is there a practical way to switch unit palettes?
Replies: 6
Views: 1862

Show me a screenshot where that bug pops out, then I can probably track down what causes it - I personally found Palette not need to be overrid though.