Only to TD atm. the RA PR is just opened and not merged.Marn wrote: ↑Burning trees on the other hand were recently committed to both Tiberian Dawn and Red Alert mods, and will be coming in one of the future releases.
Search found 277 matches
- Mon May 30, 2016 6:43 am
- Forum: General Discussion
- Topic: Question about Blossom Trees
- Replies: 4
- Views: 4285
- Sun May 29, 2016 4:47 pm
- Forum: Mapping and Modding
- Topic: Defining different properties for different factions.
- Replies: 5
- Views: 4925
- Sat May 28, 2016 10:57 am
- Forum: Mapping and Modding
- Topic: Decreasing power requirements
- Replies: 21
- Views: 17577
- Tue May 24, 2016 4:38 pm
- Forum: Mapping and Modding
- Topic: SHPs required
- Replies: 9
- Views: 7781
- Tue May 24, 2016 2:41 pm
- Forum: Mapping and Modding
- Topic: Request: code to add buildings that autoproduce units
- Replies: 7
- Views: 5784
- Tue May 24, 2016 12:11 pm
- Forum: General Discussion
- Topic: Tiberian Sun future gameplay
- Replies: 7
- Views: 6532
- Tue May 24, 2016 11:54 am
- Forum: Mapping and Modding
- Topic: Uploading a zip file- general error
- Replies: 9
- Views: 7295
We're talking about weapons/superweapons.yaml Mustard: Warhead@4Eff_impact: CreateEffect here right? You have to upsize the artwork yourself. To remap it, ExplosionPalette: player and UsePlayerPalette: true are required. The Size property you specified doesn't exist. I really hope you don't use the ...
- Sun May 22, 2016 8:25 pm
- Forum: Mapping and Modding
- Topic: Uploading a zip file- general error
- Replies: 9
- Views: 7295
- Thu May 19, 2016 12:32 pm
- Forum: Mapping and Modding
- Topic: Request: code to add buildings that autoproduce units
- Replies: 7
- Views: 5784
I'm actually planning to code a trait like that to reimplement ZH Reinforcement Pads. Notsure if I'd commit it up to upstream OpenRA though, it sounds out of scope for the main project. That and I have no idea atm how messy it'll look in the end. Besides, I also tend to be slow on actually implement...
- Sat May 14, 2016 4:20 pm
- Forum: Mapping and Modding
- Topic: How to re-add Fragile Diplomacy?
- Replies: 1
- Views: 2713
Fragile alliance was completely removed from the code. By restoring, you have to checkout the complete source code, and revert the commit which removed it for a start. Unfortunately, a new lobby checkbox system was introduced since it's removal, which means the code probably need to be rewritten even.
- Fri May 13, 2016 6:04 pm
- Forum: General Discussion
- Topic: Marn's Maps!!!
- Replies: 38
- Views: 23831
- Wed May 04, 2016 1:55 am
- Forum: General Discussion
- Topic: RA Current Balance Discussion
- Replies: 101
- Views: 108297
- Mon May 02, 2016 2:43 pm
- Forum: General Discussion
- Topic: RA Current Balance Discussion
- Replies: 101
- Views: 108297
That link does however remind how even tanks in RA2 were slowed down by crushing. That was a bug caused by the combination of acceleration and the crush order. Crushing via a move order behind the target unit never slowed down. I wrote that logic to allow vehicles to crush husks for ZH GLA salvage ...
- Sun May 01, 2016 7:06 pm
- Forum: General Discussion
- Topic: RA Current Balance Discussion
- Replies: 101
- Views: 108297
Crushing infantry slowing down crushers would need this trait shifted to upstream, however I will not be doing it. I'm still pissed at how you treated me last time when I wanted to help.
- Fri Apr 29, 2016 12:29 pm
- Forum: Mapping and Modding
- Topic: Random Spawns For Weather, Day/Night, & Lua Script Troub
- Replies: 4
- Views: 5619
As for GlobalLightingPaletteEffect, yes implementing that as a World trait within the rules file of that specific map always worked fine. I should have been a little clearer on that. The issue is when you try to make a global script and edit the base World traits for the entire mod that the lightin...