Worm Manager
What does it do? What can one alter?
Worm Manager
Heyho,
i'd like to know what traits one could add/change regarding the Worm Manager.
Also is it possibl e to add it to cnc or ra?
I'd like to make visceroids spawn occasionaly on tiberium fields and civilians around the whole map.
Thanks in advance for any help!
i'd like to know what traits one could add/change regarding the Worm Manager.
Also is it possibl e to add it to cnc or ra?
I'd like to make visceroids spawn occasionaly on tiberium fields and civilians around the whole map.
Thanks in advance for any help!
Hail to the soviets!
The Worm Manager is its own trait. It doesn't currently interact with any other traits (except the WormSpawner tag trait).
You can make it spawn visceroids (or any other type of actors in theory) regardless of the mod. You just need to have actors with the WormSpawner trait on the map and attach the WormManager to the world actor.
You can make it spawn visceroids (or any other type of actors in theory) regardless of the mod. You just need to have actors with the WormSpawner trait on the map and attach the WormManager to the world actor.
"You just need to have actors with the WormSpawner trait on the map" - Okay, easily done.
"and attach the WormManager to the world actor" - Can you explain a bit more?
I added wormmanager to ra2 world.
I added WormSpawner: to the church.
But what am i going to add to the c1,c2,c3,c4... ?
"and attach the WormManager to the world actor" - Can you explain a bit more?
I added wormmanager to ra2 world.
I added WormSpawner: to the church.
But what am i going to add to the c1,c2,c3,c4... ?
Hail to the soviets!
You don't need to do anything to the actors you spawn. Sounds like you did everything you need to.
Just tell the WormManager to spawn actor with name "c1" in the YAML file like this:
Just tell the WormManager to spawn actor with name "c1" in the YAML file like this:
Code: Select all
WormSignature: c1
OK so I tested this (in TD). You are right, I got ahead of myself. The WormManager is not quite generic enough to handle such cases yet (as the name suggests).
I hacked together a quick patch at https://github.com/penev92/OpenRA/commi ... 76b5f75ab0 (I hope you can use this, because I don't know when you can expect something like this to get in a playtest/release)
Here's what I added to the map.yaml file:
And tested by adding
to a tree.
The result was that the tree spawned a civilian.
I hacked together a quick patch at https://github.com/penev92/OpenRA/commi ... 76b5f75ab0 (I hope you can use this, because I don't know when you can expect something like this to get in a playtest/release)
Here's what I added to the map.yaml file:
Code: Select all
Rules:
World:
WormManager:
Minimum: 1
Maximum: 2
WormSignature: c1
Code: Select all
WormSpawner:
The result was that the tree spawned a civilian.