Search found 92 matches
- Wed Oct 30, 2013 3:01 pm
- Forum: General Discussion
- Topic: Mapping Tutorials
- Replies: 6
- Views: 4847
- Sun Oct 27, 2013 12:26 pm
- Forum: General Discussion
- Topic: Widget Colors
- Replies: 2
- Views: 2693
Checkbox depends on 'checkbox-bits' with a field named 'checked'.
Take RA as an example. It has the following in chrome.yaml:
The check art itself is in uibits/buttons.png at (0,112).
Take RA as an example. It has the following in chrome.yaml:
Code: Select all
checkbox-bits: buttons.png
checked: 0,112,16,16
- Sun Oct 20, 2013 11:38 pm
- Forum: General Discussion
- Topic: Mapping Tutorials
- Replies: 6
- Views: 4847
Mission scripts are regular traits. There's a quick overview on the trait system here: https://github.com/OpenRA/OpenRA/wiki/Hacking
It's certainly something to get your head around. We can easily give you a rundown of how it all works and get any questions answered if you come on IRC.
It's certainly something to get your head around. We can easily give you a rundown of how it all works and get any questions answered if you come on IRC.
- Sun Oct 20, 2013 6:19 am
- Forum: General Discussion
- Topic: DefaultStartingUnits:
- Replies: 2
- Views: 2375
- Fri Oct 18, 2013 11:23 pm
- Forum: General Discussion
- Topic: Mapping Tutorials
- Replies: 6
- Views: 4847
- Fri Oct 18, 2013 4:32 am
- Forum: General Discussion
- Topic: Mapping Tutorials
- Replies: 6
- Views: 4847
We currently don't have a mechanism for loading/creating custom scripted missions from ini or yaml yet, apart from loading the map itself. Engine code in C# is usually required for missions to work properly at the moment. We currently keep most of our mission code at https://github.com/OpenRA/OpenRA...
- Sat Oct 12, 2013 8:04 am
- Forum: General Discussion
- Topic: Wall Nerf
- Replies: 1
- Views: 2105
- Fri Oct 04, 2013 6:28 am
- Forum: General Discussion
- Topic: [OpenRA] Limit base-walking by reducing freedom of building
- Replies: 24
- Views: 25335
I have already implemented this and it's resting in a PR at https://github.com/OpenRA/OpenRA/pull/3894 , but it currently lacks a lobby setting to enable/disable it. If enough people want a setting I could bring it in too. It also has some general balance changes to round out the baseprovider introd...
- Thu Aug 22, 2013 1:31 pm
- Forum: General Discussion
- Topic: [WIP] Time resolved map statistics
- Replies: 8
- Views: 6500
- Thu Jun 27, 2013 11:59 am
- Forum: General Discussion
- Topic: Allies02 Mission
- Replies: 2
- Views: 2833
- Fri Jun 07, 2013 11:45 am
- Forum: Mapping and Modding
- Topic: TS/RA2 Voxel Support
- Replies: 63
- Views: 72391
- Fri Jun 07, 2013 7:52 am
- Forum: General Discussion
- Topic: Ore mines should not be destructable.
- Replies: 6
- Views: 5836
"mines are detectable and destroyable" refers to mines of the explosive variety, not ore mines. Ore mines are also destructible at the moment, but this is a bug.epicelite wrote: ↑Not now that mines are detectable and destroyable they arent.
- Sat May 11, 2013 1:13 am
- Forum: General Discussion
- Topic: Cell-occupation-system against Basewalking
- Replies: 14
- Views: 9606
The problem with basewalking is that it's heavily favoured over a lot of other strategies because it's too effective. Thus it's a balance problem. This whole thing will go away if you for example increase the build time for power plants to something like 20s or more, but I'm not sure anyone wants th...
- Fri May 10, 2013 1:16 am
- Forum: General Discussion
- Topic: Cell-occupation-system against Basewalking
- Replies: 14
- Views: 9606
I am actually against the idea of having this requirement. I'd really like this mod to be different from C&C and D2k in this aspect. This is a balance problem, which should be resolved with actual balancing and not hard base limits. It's power plants fueling the base walk, perhaps something balance-...
- Sat Apr 27, 2013 3:21 pm
- Forum: General Discussion
- Topic: No way for Soviets to break a stalemate against allies
- Replies: 5
- Views: 5143