Search found 126 matches
- Wed Oct 10, 2012 1:01 am
- Forum: Mapping and Modding
- Topic: Tanks to use power?
- Replies: 6
- Views: 5401
you'd have to change the game's source code to have an instance where, when hit by X projectile, vehicle Y turns into vehicle Z. And after a set amount of time, Z turns back into Y. This is overcomplicating matters. The existing actor disabling code (used by the low power state and manual power dow...
- Tue Oct 09, 2012 8:41 pm
- Forum: Mapping and Modding
- Topic: Tanks to use power?
- Replies: 6
- Views: 5401
I tried adding RequiresPower to a unit, all it does is prevent them from shooting their weapon if you have low power; they can still move around Hmm... what about to create EMP mass weapon effects in OpenRA :) Yes and no. There's no way to cause an EMP without a scripted effect, unless the tank jus...
- Tue Oct 09, 2012 8:23 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142897
I'd say get everything working for a current version first, and then start adding all that new stuff. You know, stuff such as... ...and yes, I'm figuring out ways of getting most of these (and some others) out as buildable units ASAP. Quite a few of them are workable now, but they're for v2.0! Noth...
- Sun Oct 07, 2012 3:37 pm
- Forum: Mapping and Modding
- Topic: RA enhanced mod
- Replies: 76
- Views: 124028
- Sat Oct 06, 2012 6:04 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142897
Okay.. So a few things 1) The next update: I think we'll go 2.0 and then just provide updates for OpenRA versions (like 2.1 for the next release, 2.2 for the one after that). Bug fixes will be in the form of 2.0.1 or 2.1.1, etc. 2) While still doing that, we can work on the version for 3.0, with a n...
- Fri Oct 05, 2012 10:57 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142897
So, there will be an change to artillery and it's kind of big, so I'll describe it here. Artillery (V2/Artillery) will now: - Have giant range (50-80), about 10 to 5 time further than previous - Be extremely inaccurate - Be much less damaging (Except V2s. Those just fire really slowly.) - About twic...
- Thu Oct 04, 2012 10:50 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142897
It's almost sinful to post something that is 30% Baron's work, 15% my work, 5% bellator's work, and 50% community's work on this forum :P I'm tellin' ya. But god, I'm excited. I think we should go the Africa / Middle East route. Even though Westwood's already done that with Generals, it's much more ...
- Thu Oct 04, 2012 9:02 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142897
Quoteception + Other stuff Oh, okay. thanks! Yeah. I'll probably have to make too many modifications for my likings, but hopefully it's easy. Either that or someone else will update it. Someone offered in the previous page of the forums. Maybe while I'm at it, I can make individual building queues,...
- Thu Oct 04, 2012 3:28 am
- Forum: Mapping and Modding
- Topic: RA enhanced mod
- Replies: 76
- Views: 124028
Dead as a doornail, I think. Unfortunately. Someone can compile his stuff and make a mod from it, but bellator's taking a break from this, for what I understand.Blarget2 wrote: ↑So is there anything new going on here? I Don't want to see this mod die.
- Wed Oct 03, 2012 10:24 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142897
Just now typed up a more concrete concept of both ideas, like what units they'd have and stuff. Made them in spreadsheet and converted to PDF African or whatever we wanna call it is here: http://dl.dropbox.com/u/91743020/AfricanArmyConcept.pdf And the high-tech team is here: http://dl.dropbox.com/u/...
- Wed Oct 03, 2012 8:24 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142897
Re: my feedback
Lots of words Thanks! Oh. And if we could add a new faction, we could add Africa or something like that xD . As long as we can get enough units for it. You can probably get a lot from Bellator as far as tanks and stuff. I guess their bonus will be that they have cheaper units, and don't need techno...
- Tue Oct 02, 2012 8:24 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142897
Re: my feedback
Takes forever to build :-) Badger stops in air with "S", and sometimes in the air amazing bombs from mig, like torpedo brutal ai is not brutal... (or is it not yours?) nice paradrop, the text is vrong is it medium tank, or scout tank? light tank is also faster russian swag :-) nice mammoth mk2 not ...
- Sun Sep 30, 2012 10:07 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142897
- Sun Sep 30, 2012 7:00 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142897
the beta2 isn't working for me. This is the log: Are you using the OpenRA version July 30 2012? That's the only supported version. It relies on that version of OpenRA. Besides that, I have absolutely no idea what your problem could be xD As far as I'm aware, it runs on multiple computers. Did you t...
- Sat Sep 29, 2012 8:50 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142897
Alright! Stormtrooper looks great. Just need to do some testing to see if the thing I put in to make them seeable by units (from 1-3 tile(s) away, depending on unit, so you don't just parade through a base) works. He has a 2x as fast assault rifle, 1.5x more HP than a rifleman, has 10% more range, a...