Red Alert: Tiberium Origins MOD

Information and discussion for custom maps and mods.
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kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Sun Feb 02, 2014 1:40 pm

Sleipnir wrote: You should consider writing a function that you pass your array of actors and waypoints to. This would remove most of your duplication, and the copy-paste errors that came with that. The function would look similar to LoopPatrol.
I wouldn't know how to do that. My coding skills are very basic.

On another note, I've finished the first 7 NOD missions for the campaign... unfortunately, I'm still waiting for CellTriggers and Actor.OnCapured to make it into the game so the missions have full functionality... Also nice would be a Singleplayer / Campaign menu + a trigger that switches to the next mission after you finish your current one...

I'll put them up as soon as CellTriggers and OnCaptured make it into the next playtest.

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Petrenko
Posts: 156
Joined: Fri Apr 08, 2011 5:36 pm

Post by Petrenko » Fri Feb 07, 2014 12:50 am

My girlfriend bored me so...
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to-archipelago.oramap
(9.89 KiB) Downloaded 224 times
Hail to the soviets!

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Petrenko
Posts: 156
Joined: Fri Apr 08, 2011 5:36 pm

Post by Petrenko » Mon Feb 10, 2014 5:33 am

Heyho,

any other maps you like ported?

Still best mod out there!
Hail to the soviets!

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zypres1
Posts: 258
Joined: Mon Oct 24, 2011 8:22 pm

I like it

Post by zypres1 » Mon Feb 10, 2014 8:48 pm

I like it, but please fix the hotkeys. Attackmove builds stuff..

kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Tue Feb 11, 2014 8:47 pm

Petrenko wrote: Heyho,

any other maps you like ported?

Still best mod out there!
Dunno... if you find any maps you like for either C&C or RA, you can convert them.
zypres1 wrote: I like it, but please fix the hotkeys. Attackmove builds stuff..
I know... I'm currently working on balance and polish. Should release something this weekend.

In another note, I redid the railgun turret SHP file, make annimation and icon. It's 100% built by your's truly, and I think it looks much nicer.

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Also changed the mod's logo and loading screen:

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kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Mon Feb 17, 2014 4:57 pm

Does anyone have an easier way of setting Offsets for weapons? Is there some kind of tool available? I'm having a very hard time setting offsets for my new units and buildings...

On a happier note, I have a new release -Beta 0.15 - Download link is here - Beta 0.15 (latest): http://www.datafilehost.com/d/be6c61ad

I also made a new shp file for the Allied Ion Cannon Uplink:

Image

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Petrenko
Posts: 156
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Post by Petrenko » Tue Feb 18, 2014 6:53 am

Heyho,

love your ion cannon uplink. Also i think the base of your railgun-turret could fit as base for water structures. Having defenses or anything in water would be nice.
Hail to the soviets!

kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Thu Feb 20, 2014 4:13 pm

That's not a bad ideea. I'll think of something... right now I'm trying to come up with some more ground units..

Meet the new Soviet SPG: The ISU-152!

It works like a cross between an artillery and a tank destroyer. It's turretless, and fires a slow 152mm HE shot that does great damage to buildings and infantry. Not to great against tanks, but not useless either!

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Scott_NZ
Posts: 94
Joined: Thu Sep 13, 2012 9:09 am

Post by Scott_NZ » Thu Feb 20, 2014 9:32 pm

Those selection boxes could do with some shrinking.

kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Thu Feb 20, 2014 10:43 pm

Scott_NZ wrote: Those selection boxes could do with some shrinking.
Yeah, I know - the screenshots are from an early test for the unit.

kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Mon Feb 24, 2014 11:30 pm

Still waiting on a new playtest to inclde ActorOnCaptured and other features for SinglePlayer missions.... sitting on 12 single player missions, most of witch don't work without triggers like:

- ActorOnCaptured
- A LUA script that would allow me to give a player certain units/structures when they are discovered or a unit steps on a Waypoint.

C'mon guys! I'm so close to finishing this thing!

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Sleipnir
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Joined: Wed Apr 10, 2002 11:52 pm
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Post by Sleipnir » Tue Feb 25, 2014 10:58 pm

Things have been really busy for us IRL, and so OpenRA has been in a bit of a holding pattern recently. Things should pick up again in a few weeks if everything goes to plan.

Hoj
Posts: 17
Joined: Mon Jun 24, 2013 1:06 pm

Post by Hoj » Sun Mar 16, 2014 2:06 pm

This is an amazing play test, thank you OP

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folkilsk
Posts: 32
Joined: Mon Jun 24, 2013 1:18 pm

Post by folkilsk » Sun Mar 16, 2014 4:35 pm

Ye, we've been playing this for a few months now ( a group of about 5 people). Would love to see more units and factions in the mod.

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Sleipnir
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Post by Sleipnir » Tue Mar 18, 2014 9:00 am

We are preparing for a new playtest within the next few days. A lot has changed in the engine since the last release, and so any mods that target release-20131223 will need to be upgraded before they will work.

We will ship a utility command that does most of the grunt work, so you should have no trouble migrating RA:TO to this new playtest if you follow the instructions that will be in the changelog.

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