Worm Manager

What does it do? What can one alter?

Information and discussion for custom maps and mods.
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Petrenko
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Joined: Fri Apr 08, 2011 5:36 pm

Worm Manager

Post by Petrenko » Tue Jan 20, 2015 8:54 am

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!
Hail to the soviets!

penev
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Joined: Tue Jan 20, 2015 4:09 pm

Post by penev » Tue Jan 20, 2015 4:12 pm

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.

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Petrenko
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Post by Petrenko » Tue Jan 20, 2015 5:52 pm

"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... ?
Hail to the soviets!

penev
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Post by penev » Tue Jan 20, 2015 6:19 pm

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:

Code: Select all

WormSignature: c1

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Petrenko
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Post by Petrenko » Wed Jan 21, 2015 8:11 pm

Nope,...

still no Churches spawning C1.
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penev
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Post by penev » Thu Jan 22, 2015 2:26 pm

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:

Code: Select all

Rules:
	World:
		WormManager:
			Minimum: 1
			Maximum: 2
			WormSignature: c1
And tested by adding

Code: Select all

WormSpawner:
to a tree.
The result was that the tree spawned a civilian.

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Petrenko
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Post by Petrenko » Thu Jan 22, 2015 6:22 pm

Heyho,

Thanks a Lot!

How do i download from github, though?
Hail to the soviets!

penev
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Joined: Tue Jan 20, 2015 4:09 pm

Post by penev » Thu Jan 22, 2015 8:41 pm

I think you should clone my repository (keep in mind that it will not be updated to match the latest code) and checkout the branch I linked you to. This can be done with any Git client. After that you will have to build the game.
See here.

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