Search found 37 matches

by bodomalo
Thu Mar 15, 2018 8:28 pm
Forum: Mapping and Modding
Topic: adding VoxelUnits in OpenRA?
Replies: 3
Views: 2805

Oh, I found my "mistake"

I had to remove some "WithRenderSpritesBody" and all that stuff the vehicle inherits from "vehicle" first.

It is a little bit complicated to mix shp and voxel units if you do not start from scratch, as everything is inherited for "sprites" first....
by bodomalo
Thu Mar 15, 2018 8:02 pm
Forum: Mapping and Modding
Topic: adding VoxelUnits in OpenRA?
Replies: 3
Views: 2805

I think you need this too: https://github.com/OpenRA/OpenRA/blob/bleed/mods/ts/mod.yaml#L247 Gen1 mods has it set to PlaceholderModelSequence, change it to VoxelModelSequence. Correct, this solved the first error. Hm, still my unit does not have a idle sequence after produced- crash. Is it not enou...
by bodomalo
Thu Mar 15, 2018 5:28 pm
Forum: Mapping and Modding
Topic: adding VoxelUnits in OpenRA?
Replies: 3
Views: 2805

adding VoxelUnits in OpenRA?

This describes how to add a Voxel Uni: https://github.com/OpenRA/OpenRA/wiki/Adding-a-voxel-unit-ingame Is this still working in the latest OpenRA versions? VoxelSequences: cncred|sequences/voxels.yaml I receive first this error: Exception of type `System.IO.InvalidDataException`: `VoxelSequences` i...
by bodomalo
Wed Mar 14, 2018 6:05 pm
Forum: Mapping and Modding
Topic: BuildAtProductionType: How does it work?
Replies: 6
Views: 4002

There seems to be a big difference in TD ProductionQueue and RA ClassicProductionQueue...

It may not work with TD and the multiple building queues...(?)

I prefer having multiple productions when you have 2 or 3 factories
by bodomalo
Wed Mar 14, 2018 5:10 pm
Forum: Mapping and Modding
Topic: BuildAtProductionType: How does it work?
Replies: 6
Views: 4002

Could it be, that I have to define a special Exit too? So Dogs will only Exit at the Kennel (or my lightvehicle production)... I give that another try... Barracks Exit@1: SpawnOffset: -42,810,0 ExitCell: 1,2 ProductionTypes: Soldier, Infantry Kennel Exit@1: SpawnOffset: -42,810,0 ExitCell: 1,2 Produ...
by bodomalo
Wed Mar 14, 2018 5:07 pm
Forum: Mapping and Modding
Topic: BuildAtProductionType: How does it work?
Replies: 6
Views: 4002

Is a bit tricky. You can look up the solution on the Kennel and Barracks in RA, where the dog exits at the Kennel. Here is a Summary with minimum requirements which should work..: WarFactory: [tab]Production: [tab][tab]Produces: Vehicles, HeavyVehicle [tab]Exit: LightFactory: [tab]Production: [tab]...
by bodomalo
Wed Mar 14, 2018 3:23 pm
Forum: Mapping and Modding
Topic: BuildAtProductionType: How does it work?
Replies: 6
Views: 4002

BuildAtProductionType: How does it work?

Hi I would like to tell the produced unit where it will be released (which building) I would like to have 2 types of vehicle production facilitys. Both on the same prouduction queue (vehicles) If you build a JEEP it should come out of Building 1 If you build anything else, it comes out of the WarFac...
by bodomalo
Sat Mar 10, 2018 6:52 pm
Forum: Mapping and Modding
Topic: How does OpenRa remap work - example?
Replies: 0
Views: 9270

How does OpenRa remap work - example?

Sorry, I do not understand that format: --remap SRCMOD:PAL DESTMOD:PAL SRCSHP DESTSHP I tried: OpenRA.Utility.exe cnc --remap ra:temperat.pal cnc:temperat.pal windmill.shp newwindmill.shp Programm crashes - Key not found I tried 3 or 4 different ways... OpenRA.Utility.exe cnc --remap ra:temperat cnc...
by bodomalo
Sat Mar 10, 2018 6:45 pm
Forum: Mapping and Modding
Topic: ExternalCondition how does it work? Junk Value
Replies: 6
Views: 4364

The indentation is incorrect, so OpenRA doesn't know how to interpret it. Notice how most of the lines in your Transforms definition don't match up with the other actor traits. You are right, I was not aware that I can not use a simple PSPad Editor for editing yaml files. There are unknown blank ch...
by bodomalo
Sat Mar 10, 2018 1:54 pm
Forum: Mapping and Modding
Topic: ExternalCondition how does it work? Junk Value
Replies: 6
Views: 4364

ExternalCondition how does it work? Junk Value

Hi I try to let a unit only "Transform" if it is close enough to a base-provider Trait Transform has RequiresCondition On my building (tent) I tried with this code Rules: TENT: ConditionManager: ProximityExternalCondition@PROVBASE: Condition: provbase Range: 8c0 TRUCK: ExternalCondition@PROVBASE: Co...
by bodomalo
Tue Mar 06, 2018 12:10 pm
Forum: Mapping and Modding
Topic: How to convert the shp TD unitcolors to RA?
Replies: 3
Views: 3480

OpenRA.YamlException: Actor type playercolorpalette@playerra: Junk value `playerRA` on trait node BaseName Why do I receive this error Message so many times? The "Junk value"...whatever... Is this wrong? ^Palettes: PaletteFromCurrentTileset@terrain: Name: terrain ShadowIndex: 4 PaletteFromCurrentTil...
by bodomalo
Mon Feb 26, 2018 2:24 pm
Forum: Mapping and Modding
Topic: Make mobile repair vehicle - is it possible? TD
Replies: 4
Views: 3756

Personally, if you want things to drive onto it I think making it a deployable unit. That way it becomes a building and you can repair stuff, and then undeploy to move it again. Hm.. The game crashed with: Actor type ^vehicle: Junk value `fix` on trait node RepairBuildings But thanks for that idea,...
by bodomalo
Sun Feb 25, 2018 7:11 pm
Forum: Mapping and Modding
Topic: Make mobile repair vehicle - is it possible? TD
Replies: 4
Views: 3756

Make mobile repair vehicle - is it possible? TD

Do you think there is any way that I can make a Hovercraft, that has the function of a mobile repair base? You move the vehicle onto it and it receives - on damage So far I was only able to give it a weapon that does repairs...but that does not look really good. I want the vehicle to park on the hov...
by bodomalo
Sat Feb 24, 2018 9:23 am
Forum: Mapping and Modding
Topic: making Technical Center Buildable
Replies: 4
Views: 2951

E.g. RenderSprites: Image: MISS I tried to clone a ship doing this way with RenderSprites The game always crashes at start, exception is: OpenRA.YamlException: Bad indent in miniyaml at cnc|rules/ships.yaml I tried RenderSprites: Image: LST I also tried RenderSprites: Image: lstnew Nothing helps. :-(
by bodomalo
Thu Feb 22, 2018 11:27 pm
Forum: Mapping and Modding
Topic: adding experience temporarly - on a crate? How?
Replies: 2
Views: 2062

Re: adding experience temporarly - on a crate? How?

Can I set the condition "rank" via GrantExternalConditionCrateAction ? Yes, I don't see a reason why it should not work in principle. You can probably only grant one rank at a time (per crate, multiple crates can stack) though. (Rank-3 abilities for example require the same condition to be present ...