Search found 241 matches

by Graion Dilach
Mon Jun 05, 2017 9:41 am
Forum: Mapping and Modding
Topic: Conditions Question
Replies: 10
Views: 2173

Ahyeah, now I can see the problems. Armament@Primary != Armament@PRIMARY - you basically allow the default M1Carbine be shot along with that setup. The lint errors are because you added the ExternalCondition trait (which should have an @ID suffix for clarity IMO) to ^Infantry, but the consumers are ...
by Graion Dilach
Sun Jun 04, 2017 9:23 pm
Forum: Mapping and Modding
Topic: Conditions Question
Replies: 10
Views: 2173

Ciould you point me towards the testmap? I don't see anything wrong with this as-is.
by Graion Dilach
Sun Jun 04, 2017 9:22 pm
Forum: Mapping and Modding
Topic: Playing around with speedmultiplier
Replies: 9
Views: 2014

The multipliers support multiple trait instances. LST: ->cargo: ->->LoadedCondition: Loaded is what's missing from what I'd guess. The game doesn't know what the "Loaded" condition would be otherwise. If I'm correct that will fix the OP setup. The other setup - condition expressions doesn't support ...
by Graion Dilach
Mon May 29, 2017 9:38 am
Forum: General Discussion
Topic: logo
Replies: 61
Views: 28228

OpenRedAlert isn't OpenRA.
by Graion Dilach
Wed May 10, 2017 9:28 pm
Forum: General Discussion
Topic: Adding upgrade mechanics to RA
Replies: 8
Views: 1469

You can also do what MustaphaTR is doing - picking up C# just enough to learn how to shift traits to be conditional and then send in patches for exactly that. Also, even your logic is wrong. For example Attack* traits have the RequiresCondition, so you'd assume they could be upgradable, but having t...
by Graion Dilach
Tue May 09, 2017 6:43 am
Forum: General Discussion
Topic: Why do units automatically shoot at an enemy oil derrick?
Replies: 20
Views: 4319

OpenRA as an engine doesn't have support for target priorities at the moment. Autotargeting will try to use the first weapon's setups with the closest available target - see also https://github.com/OpenRA/OpenRA/issues/10625. OpenRA as an engine could entirely mimic RA2's setup however (where all no...
by Graion Dilach
Sun May 07, 2017 12:18 pm
Forum: Mapping and Modding
Topic: Conditions Question
Replies: 10
Views: 2173

Speeds directly aren't conditionable like that due to being part of Mobile, but SpeedMultiplier is a way to go. Assuming you set default speed to 75, you can then add a SpeedMultiplier@deployed: ->RequiresCondition: block ->Modifier: 53 # 0.53*75 is 39.75, close enough. block for such an effect. Min...
by Graion Dilach
Fri May 05, 2017 5:38 pm
Forum: General Discussion
Topic: Red Alert 2
Replies: 7
Views: 2140

Please don't even bother with the "features" units or anything whatsoever from Yuri's Revenge. Yuri's revenge added in a bunch of lame stuff that completely unbalanced the game. Those "bunch of lame features" are what made Yuri's Revenge among the most modded C&C game, with the modding scene still ...
by Graion Dilach
Fri May 05, 2017 2:49 pm
Forum: General Discussion
Topic: Red Alert 2
Replies: 7
Views: 2140

What I can add is that by the time TS will be available, the engine will also be closely capable of handling RA2 - most of the RA2 (and YR) features were crappy alterations of TS ones (Ion Storms to weapon storms, Ion Cannon to Genetic Mutator, bouncing to shrapnel). The main issue of RA2 is that it...
by Graion Dilach
Thu May 04, 2017 2:52 pm
Forum: Mapping and Modding
Topic: [TD] GunBoat turret problem, i need help to fix it
Replies: 2
Views: 1081

You sure that ship is rendered in the right angle/camera setup? Because it doesn't really look like that to me. Which actually can cause the problems thenafter.

Come to think of it, that artwork seems made for isometric POV.
by Graion Dilach
Tue May 02, 2017 6:20 am
Forum: Mapping and Modding
Topic: Identifier Suffix @ How does this work?
Replies: 3
Views: 1245

Looking at the trait list: HiddenUnderFog does not support suffix or conditions by default. I'm fairly novice at this - and perhaps someone more experienced has a method for doing this - but I think without modifying the trait, the closest you could do is have air units visible at all times through...
by Graion Dilach
Mon Apr 17, 2017 1:17 pm
Forum: General Discussion
Topic: Original Ra - Open Ra - Competitive Ra
Replies: 18
Views: 4798

To the OP: Classic devs have gave up on balancing, since most of the people are casuals and only see things from the casual POV. As for what I personally think: at this stage, the default OpenRA mods should be competetive-oriented. Original RA or TD will never be achieved, anyone who believes in tha...
by Graion Dilach
Mon Feb 13, 2017 10:40 pm
Forum: Mapping and Modding
Topic: Installing ora mods using linux for former windows user
Replies: 5
Views: 1836

Ehhhhhhhhhhh, that's definitely wrong. go to home/username/.openra/mods and drop the mod there. You don't need sudo then. .openra is hidden however, but you'll need that folder anyway for the replays/screenshots and whatnot. In any case, I tend to keep my OpenRA folders under home in all cases thoug...
by Graion Dilach
Sat Feb 11, 2017 3:45 pm
Forum: Mapping and Modding
Topic: Crash from duplicate superpower
Replies: 5
Views: 1199

That crash has nothing to do with GPS I think, but moreso that your tech center clone ended up with two RevealsShroud traits, whose support is only added after the release.
by Graion Dilach
Fri Feb 10, 2017 7:28 am
Forum: Mapping and Modding
Topic: RA units to TD
Replies: 6
Views: 2596

Eh, just use LeavesTrails with UpgradeOnDamageState/GrantConditionOnDamageState instead of that trait. That trait looks bogus and smells redundant legacy.