Search found 92 matches

by Scott_NZ
Sun Apr 06, 2014 2:26 pm
Forum: General Discussion
Topic: longbow
Replies: 24
Views: 13304

Longbow has an important distinction of being the only anti-air-capable air unit in the game. I'm pretty happy with the air balance as-is.
by Scott_NZ
Sat Apr 05, 2014 10:38 pm
Forum: General Discussion
Topic: chronosphere enemy units, bug or not ?
Replies: 17
Views: 11890

Intentional
by Scott_NZ
Fri Mar 28, 2014 4:31 am
Forum: Mapping and Modding
Topic: My own missions / Basics of LUA scripting
Replies: 6
Views: 5297

The C&C missions and most of the RA missions in the current release are not Lua-powered. They rely on hardcoded scripts within the game itself. They have since been ported to Lua, and you'll notice this when we release the upcoming playtest. RA's allies-01-classic and allies-02-classic are Lua-power...
by Scott_NZ
Thu Mar 27, 2014 10:39 am
Forum: Mapping and Modding
Topic: My own missions / Basics of LUA scripting
Replies: 6
Views: 5297

Re: My own missions / Basics of LUA scripting

I often took the code from your expamles like gdi01,nod01... and so on but there are differences. I saw that implemented gdi01.lua and nod01.lua are not in the same folder anymore as described and as they shoud but scripting works, how could that be? What do you mean by this? if buildings and infan...
by Scott_NZ
Sun Mar 09, 2014 10:39 pm
Forum: Competitions and Events
Topic: Tournament: Scores / Challenges / Results
Replies: 42
Views: 31892

by Scott_NZ
Mon Mar 03, 2014 12:22 pm
Forum: General Discussion
Topic: Bug?
Replies: 2
Views: 2192

This is indeed an issue, and will be fixed eventually.
by Scott_NZ
Fri Feb 21, 2014 11:54 pm
Forum: General Discussion
Topic: A suggestion to the game: Ping
Replies: 6
Views: 4141

I have fully implemented this word-for-word, and it will be in the next playtest.
by Scott_NZ
Thu Feb 20, 2014 9:32 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 191818

Those selection boxes could do with some shrinking.
by Scott_NZ
Sat Feb 15, 2014 11:26 pm
Forum: General Discussion
Topic: A suggestion to the game: Ping
Replies: 6
Views: 4141

This has been wanted by the devs for a while, and is a pretty sound suggestion.
by Scott_NZ
Tue Feb 11, 2014 12:07 am
Forum: General Discussion
Topic: Game Content being added?
Replies: 4
Views: 3559

This has been possible for a long time. OpenRA is built for modding.
by Scott_NZ
Tue Feb 04, 2014 10:14 pm
Forum: Mapping and Modding
Topic: Rules.ini?
Replies: 2
Views: 4071

OpenRA's rules setup is exposed as .yaml files, which are far more flexible than the old rules.ini. You can find them inside the mods/ra/rules etc subdirectory in your OpenRA installation directory.
by Scott_NZ
Fri Jan 31, 2014 2:21 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 191818

Line 83, as noted by the error message: local waveunit = Actor.Create(FirstNavalAttackWave[FirstNavalAttackWave], { Owner = enemy, Location = NavalSpawn.Location }) FirstNavalAttackWave[FirstNavalAttackWave] doesn't make any sense, and is consistent with the error message because i...
by Scott_NZ
Fri Jan 03, 2014 11:12 pm
Forum: Mapping and Modding
Topic: D2K mod multiple building time reduction
Replies: 7
Views: 5838

100% with 1 building
85% with 2 buildings
75% with 3
65% with 4
60% with 5
55% with 6
50% with 7 or more (ie things build twice as fast with 7 buildings)
by Scott_NZ
Sun Nov 17, 2013 9:35 am
Forum: Mapping and Modding
Topic: Aircraft Carrier
Replies: 31
Views: 42103

Sounds like that crash is because you haven't defined the required 'icon' sequence for buildable units.
by Scott_NZ
Sat Nov 02, 2013 6:38 am
Forum: General Discussion
Topic: AI Bots missing in Red Alert Mod
Replies: 6
Views: 8241

One other question, do the developers have any plans to implement a map editor which can be used for map and mission scripting without C# knowledge? Yes. I'm personally working on a new mission scripting feature for OpenRA. We're also going to need to fix up the editor and move it ingame to support...