Search found 241 matches

by Graion Dilach
Thu Feb 09, 2017 6:41 am
Forum: General Discussion
Topic: Should the auto-kick be faster?
Replies: 4
Views: 782

Yeah, decrease the timer if you want gen2 mods unplayable on multiplayer! Without https://github.com/OpenRA/OpenRA/issues/11420 getting a fix, decreasing the kick window would trigger a lot of the gen2 MP mod testing sporadic with different PCs with players dropping on game start unrelated to any ac...
by Graion Dilach
Sun Jan 22, 2017 1:17 am
Forum: General Discussion
Topic: Music Files
Replies: 10
Views: 2449

You need to merge the two mod's music playlist together asin audio/music.yamls, then add the actual songs from one mod to the other. You need to take scores.mix from C&C, copy it to the RA assets folders with a new name and list that new name in RA's mod.yaml list.
by Graion Dilach
Sun Jan 15, 2017 6:37 pm
Forum: Mapping and Modding
Topic: Engineer Husk Salvage
Replies: 5
Views: 1448

You're wrong - it uses AttackTurreted with an invisible turret, see https://github.com/OpenRA/OpenRA/pull/9 ... f-44858120 why. You can check it in your yamls even.
by Graion Dilach
Sun Jan 15, 2017 1:26 pm
Forum: Mapping and Modding
Topic: Engineer Husk Salvage
Replies: 5
Views: 1448

Nah, it's completely possible to do this without engine changes - it's just a bit complex though. Give Engineers a weapon which can target and destroy these husks only with a custom damagetype. Add a SpawnActorOnDeath to all husks with an OwnerType of Killer using this engineer-weapon-only damagetyp...
by Graion Dilach
Sun Jan 01, 2017 9:19 pm
Forum: General Discussion
Topic: I Appreciate Your Work And Honastly Like OpenRa
Replies: 18
Views: 4586

Yeah and I have nothing to speak with them. Only the less nicer ones intend to throw me words. That's why I went AWOL from IRC as well.
by Graion Dilach
Sun Jan 01, 2017 5:51 pm
Forum: General Discussion
Topic: I Appreciate Your Work And Honastly Like OpenRa
Replies: 18
Views: 4586

Honestly speaking, this whole community so far thanked my efforts with midfingers (if I get an actual response) yet recently I am among the major reviewers, so meh.

OTOH I'll still be around for a while though. At least I want to push OpenRA through 2017 at the moment. We'll see how it goes.
by Graion Dilach
Fri Dec 23, 2016 3:34 am
Forum: General Discussion
Topic: Veteran pilots after spy infiltrating the barracks.
Replies: 3
Views: 883

It'd make more sense if the pilot would spawn with the piloted unit's veterancy though instead of taking the default.
by Graion Dilach
Tue Dec 20, 2016 3:35 am
Forum: General Discussion
Topic: Having something be built under two different tabs
Replies: 3
Views: 747

https://github.com/OpenRA/OpenRA/wiki/Traits#buildable - set Queues to list all the queues you'd like the building be accessed from. For examples, look at the shared buildings in the TD mod.
by Graion Dilach
Mon Dec 19, 2016 3:11 am
Forum: General Discussion
Topic: [RA] Experimental v2.2
Replies: 24
Views: 5892

Spies not consumed by specific infiltratable buildings is impossible, from what I know. File an issue for that - and I doubt it'll get resolved in this release cycle.
by Graion Dilach
Fri Nov 25, 2016 1:56 am
Forum: General Discussion
Topic: Is there anything from Red Alert not yet implemented?
Replies: 41
Views: 17580

Pretty sure that our Tesla weaponry already behaves that way. When it charges due to inf it shoots three short burtsts enough for inf to die. When charging because of inf and then only a tank is left over for lets say 3rd shot, the shot is way weaker than compared to if it would have charged for th...
by Graion Dilach
Wed Nov 16, 2016 12:15 am
Forum: General Discussion
Topic: Red Alert: Let's make everything worth building! + ideas etc
Replies: 68
Views: 58992

I think Mobile units can not GiveBuildableArea yet. So wire/sandbag idea shouldn"t be possible without changing code. I cannot read anything in the codebase confirming this - infact, the code implies the opposite, GBA should work with units as well - https://github.com/OpenRA/OpenRA/blob/0f02a6ba7c...
by Graion Dilach
Mon Oct 17, 2016 6:27 pm
Forum: General Discussion
Topic: How to build my own Debian Package for OpenRA?
Replies: 3
Views: 1045

IMO you should just download everything under your home directory, do make dependencies && make all and call it a day.

That's how I handle my development directories.
by Graion Dilach
Fri Oct 07, 2016 8:10 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 608
Views: 106897

Is that in later games? Because In TS green tib still explodes, it just does one third of the damage. In TibSun, harvesters exploded based on the amount of money they stored. However only blue tiberium was explosive indeed (with chainreaction and all that), asin specific weapons could blow up the t...
by Graion Dilach
Sun Sep 25, 2016 10:46 pm
Forum: Mapping and Modding
Topic: [RA] Add 1-rank to paratroopers - map hack
Replies: 5
Views: 2207

Was tired, dammit, when I wrote that. 0 should have been null aka empty. >_> but it needs to be defined since the fallback would've been inherited and thereby would be barracks.infiltrated IIRC (Maybe it'd be more proper if it would require the appropriate techlevel prereq). It also have an InitialL...
by Graion Dilach
Sun Sep 25, 2016 6:51 pm
Forum: Mapping and Modding
Topic: [RA] Add 1-rank to paratroopers - map hack
Replies: 5
Views: 2207

Inherit a clone of E1, set RenderSprites to E1, override ProducibleWithLevel->Prerequsites to 0 on it and set paradrop to send the clone in, should do.