Search found 203 matches

by MustaphaTR
Sun Sep 16, 2018 5:20 pm
Forum: General Discussion
Topic: Dune 2000 wishlist
Replies: 12
Views: 15831

Re: Dune 2000 wishlist

This version of the mod now uses the OpenRA Mod SDK. So old installation method is no longer valid. You no longer need OpenRA engine itself installed. SDK will install the engine for you. Unzip the archive file and run make.cmd and write "all" on cmd window that opens and hit enter. It should insta...
by MustaphaTR
Fri Sep 14, 2018 7:05 pm
Forum: General Discussion
Topic: Dune 2000 wishlist
Replies: 12
Views: 15831

Re: Dune 2000 wishlist

I have updated my mod to Mod SDK so you can run it without needing old OpenRA version isntalled, if you wanna test it is here: https://www.moddb.com/mods/mustaphatrs-d2k-mod
by MustaphaTR
Sun Sep 09, 2018 5:05 pm
Forum: General Discussion
Topic: Dune 2000 wishlist
Replies: 12
Views: 15831

Re: Dune 2000 wishlist

OpenRA Worms are annoying, imo, mostly because they are more cleaver than original. Dumb worms in original D2k took a target location, moved there and eat the target if it is still there, get a new one otherwise. OpenRA ones actively pursue the target. Map Pool isn't the best indeed. It was pretty s...
by MustaphaTR
Mon Sep 03, 2018 8:12 am
Forum: General Discussion
Topic: Fake Barracks, Pillbox , Turret
Replies: 2
Views: 2463

Re: Fake Barracks, Pillbox , Turret

Original game only had Fake ConYard, WFac, Dome and Shipyard (and Subpen but unbuildable.). A lot of other stuff is added later to the OpenRA. There was fake SWs and Tech Center when i came here, i added fake Power Plants myself and SoScared added fake Service Depot. I dunno about defences but barra...
by MustaphaTR
Thu Jul 26, 2018 6:26 pm
Forum: Mapping and Modding
Topic: Adding new faction to map?
Replies: 8
Views: 5351

Re: Adding new faction to map?

AFAIK you can only get Turkey/Spain/Greece on RA and Fremen/Corrino/Mercenaries/Smugglers on D2k on a modmap as those have their UI stuff coded in. You just need to code world.yaml and prerequisite stuff for RA factions. D2k factions are already coded in world.yaml, you just need to make them Select...
by MustaphaTR
Thu Jul 26, 2018 12:33 pm
Forum: Mapping and Modding
Topic: Transform units
Replies: 10
Views: 6547

Re: Transform units

You need ConditionManager on the actor for conditions to work.
by MustaphaTR
Thu Jul 26, 2018 7:29 am
Forum: Mapping and Modding
Topic: Transform units
Replies: 10
Views: 6547

Re: Transform units

You need Interactable or Selectable on the unit.
by MustaphaTR
Mon Jul 23, 2018 11:42 am
Forum: Mapping and Modding
Topic: Make tank shoot at inf with mg
Replies: 11
Views: 7286

Re: Make tank shoot at inf with mg

Target vaildity is defined at the weapon itself, not on unit's Armament trait.
by MustaphaTR
Sat Jun 30, 2018 11:00 am
Forum: Mapping and Modding
Topic: Map Design Contest 2018 - Rulebook
Replies: 38
Views: 51612

Re: Map Design Contest 2018

I'm in as usual. Will try to make 1 or 2. Good luck to everyone.
by MustaphaTR
Sun Mar 25, 2018 6:59 am
Forum: Mapping and Modding
Topic: sequence combine
Replies: 5
Views: 3714

There is a ShadowStart: value used for TS units/RA2 Buildings. Combine adds frames next to each other, not on top of them. You can't use them for that purpose.
by MustaphaTR
Sun Mar 18, 2018 5:55 am
Forum: General Discussion
Topic: Awesome job and love the program but can I move the Contents
Replies: 3
Views: 2609

You can put the "Documments/OpenRA" folder, under your actual "OpenRA" folder and rename it to "Support", then when you open OpenRA from that folder, it'll read the user info from there.
by MustaphaTR
Thu Mar 15, 2018 5:59 pm
Forum: Mapping and Modding
Topic: adding VoxelUnits in OpenRA?
Replies: 3
Views: 2800

I think you need this too: https://github.com/OpenRA/OpenRA/blob/b ... .yaml#L247

Gen1 mods has it set to PlaceholderModelSequence, change it to VoxelModelSequence.
by MustaphaTR
Wed Mar 14, 2018 7:00 pm
Forum: Mapping and Modding
Topic: BuildAtProductionType: How does it work?
Replies: 6
Views: 3964

Yes, BuildAtProductionType doesn't work with normal ProductionQueues, only with Classic ones.
by MustaphaTR
Wed Feb 21, 2018 4:51 pm
Forum: Mapping and Modding
Topic: GiveunitcrateAction?
Replies: 6
Views: 4164

There is a Visceroid crate in TD mod, which has `Owner: Creeps`. `@Harv` should indeed solve your issue, as it would make it create a new instance of trait, rather than overriding Visceroid crate.
by MustaphaTR
Wed Feb 14, 2018 5:29 pm
Forum: General Discussion
Topic: Anything being done to buff France?
Replies: 21
Views: 15835

https://github.com/OpenRA/OpenRA/search?l=YAML&p=2&q=DetectCloaked&type=&utf8=%E2%9C%93 Tl;dr: <Cloaked> - <Detected by> Mines - Minelayer Subs - Sonar pulse, Sub, Missile Sub, Gunboat, Destroyer Hijackers - Spy plane, all infantry (and all of the below) Spies , Phase Transport, Camo Pillboxes, Sni...