Search found 203 matches

by MustaphaTR
Sat Oct 07, 2017 11:44 am
Forum: General Discussion
Topic: Allies GPS usage change
Replies: 47
Views: 30699

I'm not really sure about current state of RA mod, haven't played for a pretty long while, but maybe instead of trying to nerf the GPS, maybe we should try to buff Spy Plane. I really liked that on Fortnight's Overhaul mod, Soviet Tech Center gave an extra Spy Plane. There are several ways extra Spy...
by MustaphaTR
Thu Sep 28, 2017 6:27 am
Forum: Mapping and Modding
Topic: A question about buildings
Replies: 9
Views: 5360

Remove the "~structures.soviet" from it. I guess what you tryed was adding "~structures.allies" too, so be sure it is also removed. So prerequisite for AFLD should look like "Prerequisites: dome, ~techlevel.medium".
by MustaphaTR
Tue Sep 26, 2017 4:27 pm
Forum: General Discussion
Topic: Power down mode not working
Replies: 2
Views: 2243

Hotkeys are currently not mod specific, that's why powerdown hotkey exists under settings, even tho TD doesn't have it. Same is true for Naval (only RA has), Tank, Upgrade and Startport (only D2K has) Tabs. You can find them under Hotkey settings, even tho only some mods have them.
by MustaphaTR
Mon Sep 25, 2017 11:38 am
Forum: Mapping and Modding
Topic: OpenRA Tilesets
Replies: 15
Views: 19121

I can answer 4 and 5. 4) Maps can contain custom units and artworks, sounds, palette files for them. But custom tileset (also custom cursors or UI elements) is not supported. 5) Bits folders contain stuff that added just for OpenRA, which original game didn't have. Original game files are found unde...
by MustaphaTR
Mon Aug 14, 2017 3:18 pm
Forum: General Discussion
Topic: Looking for SHP artist for my mod
Replies: 0
Views: 7688

Looking for SHP artist for my mod

I have recently started a new mod, Generals Alpha My goal is to create a Generals mod on OpenRA, but sticking to original RA and TD graphics as much as possible. Even tho, i still need some new assets for the mod. Before releasing at least the first version, there are some stuff i want to change fir...
by MustaphaTR
Mon Aug 14, 2017 2:35 pm
Forum: Mapping and Modding
Topic: Mod: C&C: Combined Arms
Replies: 33
Views: 57439

It looks like on the gif that truck that looks like Mobile SAM has a incorrect turret (flak) for its husk.
by MustaphaTR
Tue Jul 18, 2017 7:10 am
Forum: General Discussion
Topic: Option or mod to force a unit cap?
Replies: 10
Views: 14082

I think you may try to make AI's SquadSize: smaller, that would make AI attack often (as squad gets completed quicker) but no big groups of enemy units would appear i guess. UnitLimits: as Inq said may lock the AI, but you can keep a unit (Rifle Inf maybe) limitless so AI would build it if it has no...
by MustaphaTR
Mon Jul 10, 2017 11:53 am
Forum: Mapping and Modding
Topic: Trying to test a few new nations for openRa
Replies: 7
Views: 6003

So there is no way to make it into a map and it has to be a mod? It will be much harder to find people to test it in that case... Yeah, I don't expect to implement it in one gulp, I just wrote the outline. No, there are stuff modmaps can't have, and new factions are one of them. Stuff under chrome....
by MustaphaTR
Mon Jul 10, 2017 6:40 am
Forum: Mapping and Modding
Topic: Trying to test a few new nations for openRa
Replies: 7
Views: 6003

Adding new units and sides in OpenRA is completely about .yaml files. It has nothing to do with lua. First of all i think you should create a copy of ra mod folder, give it a different codename, edit mod.yaml and give it a different name and edit file paths. uibits folder contains png files used by ...
by MustaphaTR
Fri Jul 07, 2017 7:57 am
Forum: General Discussion
Topic: Hd sprites pack[s]?
Replies: 8
Views: 6018

Actually, warman is working on a HD RA mod, you can find images on IRC Logs.

http://logs.openra.net/?search=warman
by MustaphaTR
Sat Jul 01, 2017 2:45 pm
Forum: General Discussion
Topic: MustaphaTR's D2K Mod
Replies: 14
Views: 8806

I finally found some time to finally update the mod. New version comes with a new subfaction and controllable aircrafts for all sides.

http://www.moddb.com/mods/mustaphatrs-d ... 2k-mod-v11

http://www.moddb.com/mods/mustaphatrs-d ... rsion-1110
by MustaphaTR
Sat Jul 01, 2017 7:27 am
Forum: General Discussion
Topic: Smitty's Workshop
Replies: 36
Views: 30765

and since Demo trucks were an Allied unit originally
I'm pretty sure they were available to both sides after building a Nuke Silo.
by MustaphaTR
Thu Jun 29, 2017 5:13 pm
Forum: General Discussion
Topic: MustaphaTR's (Mod)Maps
Replies: 10
Views: 9590

eddie wrote: Is there actually a way to win those tower defence maps? I tried it a couple of times and then got frustrated...
No, they are infinite actually. Just try to pass as much waves as possible.
by MustaphaTR
Thu Jun 29, 2017 2:38 pm
Forum: Mapping and Modding
Topic: Murto's Tower Defence Assets Guide
Replies: 18
Views: 23585

Murto the Ray wrote:
MustaphaTR wrote: -Snip-
Assets have been fixed & updated. Included sound file for tesla weapon.
Still not fixed, you wrote "calue" instead of "value".
by MustaphaTR
Thu Jun 29, 2017 1:23 pm
Forum: Mapping and Modding
Topic: Murto's Tower Defence Assets Guide
Replies: 18
Views: 23585

Murto the Ray wrote: Assets have been updated with a fix for some of the functions in wave-manager.lua that would cause crashes when called.
Looks like you forgot a "v" at line 32 of wave-manager.lua. It is giving lua error on end of wave.