Search found 39 matches

by Adrian
Thu Aug 20, 2020 6:13 pm
Forum: Mapping and Modding
Topic: FloatingText. Default parameters.
Replies: 2
Views: 221

Re: FloatingText. Default parameters.

Otherwise the engine will think you're trying to pass a color as an integer, which won't work.
Really. In that case, Lua returns error:
"Unable to convert parameter 2 to Int32".

Thank you for explanation.
by Adrian
Thu Aug 20, 2020 12:31 pm
Forum: Mapping and Modding
Topic: FloatingText. Default parameters.
Replies: 2
Views: 221

FloatingText. Default parameters.

Introduction . Slightly long. :-) About "FloatingText" in general. (If you know "FloatingText" well, then read next part) I read about function "FloatingText" now. This function, as Lua-API says, "Display a text message at the specified location" . Function "FloatingText" has four parameters . Firs...
by Adrian
Wed Aug 19, 2020 12:24 pm
Forum: Mapping and Modding
Topic: OpenRA - A deep dive into its source-code
Replies: 13
Views: 2989

Re: OpenRA - A deep dive into its source-code

I like OpenRa mod of Dune2000. And I would like to explore some parts of source code of that. I even start to read source code in C#. So question: Wouldn't it be impudence to ask at forum about some unclear (for me) parts of source code? I am newbie in C#. So it can be questions about C# in general ...
by Adrian
Wed Aug 19, 2020 8:28 am
Forum: Mapping and Modding
Topic: OpenRA - Free Developer Resources from Internet
Replies: 3
Views: 267

Re: OpenRA - Free Developer Resources from Internet

Thank you for your links. Strange thing. I have read here right now. "TutorialsPoint - YAML Basics " -https://www.tutorialspoint.com/yaml/yaml_basics.htm "YAML does not allow the use of tabs while creating YAML files; spaces are allowed instead" ??? There are only tabs in the OpenRa yaml file... Do ...
by Adrian
Mon Aug 10, 2020 11:30 am
Forum: Mapping and Modding
Topic: Lua 5.1. Or more new version?
Replies: 3
Views: 255

Re: Lua 5.1. Or more new version?

Thank you! Now I understand. Another question: Are there any plans to rewrite that "Eluant" in new Lua? Problem. It looks like Lua 5.1. absolutly has no support of non-ASCII characters. So user cannot use not Latin symbols (from different languages). I cannot even write comment in Lua file with non-...
by Adrian
Sun Aug 09, 2020 7:25 pm
Forum: Mapping and Modding
Topic: Lua 5.1. Or more new version?
Replies: 3
Views: 255

Lua 5.1. Or more new version?

I read article here about compiling.
https://github.com/OpenRA/OpenRA/wiki/Compiling

I can see there, that recommended version of Lua is 5.1.
What if to install newer version? Does it matter?

The current version is Lua 5.4.
by Adrian
Thu Aug 06, 2020 4:42 pm
Forum: Mapping and Modding
Topic: MapOptions. GameSpeed. In yaml file.
Replies: 6
Views: 364

Re: MapOptions. GameSpeed. In yaml file.

Thank you very much, SirCake! (your answers are really very informative, and I can understand how exactly it works) So, at least, it works in "Skirmish Game". It's still interesting, how to reach default value (for own separate map) here: Singleplayer -> Missions -> dropdown button "Speed" . It was ...
by Adrian
Thu Aug 06, 2020 3:22 pm
Forum: Mapping and Modding
Topic: MapOptions. GameSpeed. In yaml file.
Replies: 6
Views: 364

Re: MapOptions. GameSpeed. In yaml file.

I even try to make something similar to "Difficulty" dropdown button in the file rules.yaml. Nothing changes. ScriptLobbyDropdown@gamespeed: ID: gamespeed Label: Gamespeed Values: slower: Slower normal: Normal fast: Fast faster: Faster fastest: Fastest Default: fast Another question. Is it possible,...
by Adrian
Thu Aug 06, 2020 2:49 pm
Forum: Mapping and Modding
Topic: MapOptions. GameSpeed. In yaml file.
Replies: 6
Views: 364

Re: MapOptions. GameSpeed. In yaml file.

Unfortunately nothing changes in ( Singleplayer -> Missions ) dropdown button " GameSpeed ". Default value is still " Normal ". I try to do: 1) In the file map.yaml Rules: d2k|rules/campaign-rules.yaml, d2k|rules/campaign-tooltips.yaml, d2k|rules/campaign-palettes.yaml, rules.yaml World: MapOptions:...
by Adrian
Thu Aug 06, 2020 12:46 pm
Forum: Mapping and Modding
Topic: MapOptions. GameSpeed. In yaml file.
Replies: 6
Views: 364

MapOptions. GameSpeed. In yaml file.

I read documentation here. https://github.com/OpenRA/OpenRA/wiki/Map-Options And I try to set GameSpeed (from the example below). But it does not work for some reason. Do I write something wrong? * * * Example from documentation. AVAILABLE OPTIONS Rules: World: MapOptions: TechLevelDropdownLocked: t...
by Adrian
Wed Aug 05, 2020 2:59 pm
Forum: Mapping and Modding
Topic: Is it possible to make bigger text in Mission objectives?
Replies: 3
Views: 262

Re: Is it possible to make bigger text in Mission objectives?

Thank you for your answer. Actually, the rest of text in this menu "Missions" looks good and readable. I don't need to increase that text. And, honestly, my main aim... It would be interesting for me to play with font size and look . By myself. If this is accessible and possible... If your please. A...
by Adrian
Tue Aug 04, 2020 9:56 am
Forum: Mapping and Modding
Topic: Is it possible to make bigger text in Mission objectives?
Replies: 3
Views: 262

Is it possible to make bigger text in Mission objectives?

Problem.
Mission objective. Very little text. Almost not readable (at least for me).
I mean the menu ("Singleplayer" -> ) "Missions" before start chosen mission.

But this is important text. It needed to understand the aim of the mission.
I would like to make the text bigger. If it is possible.
by Adrian
Fri Jul 31, 2020 5:45 pm
Forum: Mapping and Modding
Topic: Invisible unit. Is it possible?
Replies: 4
Views: 290

Re: Invisible unit. Is it possible?

Thank you once more! It works too. But it takes some (slightly long) time to understand how to write it in Dune 2000 . Not HARV, but harvester, for example. The correct code is below. (And it really does not work without RenderSprites) Rules: d2k|rules/campaign-rules.yaml, d2k|rules/campaign-tooltip...
by Adrian
Wed Jul 29, 2020 8:48 pm
Forum: Mapping and Modding
Topic: Invisible unit. Is it possible?
Replies: 4
Views: 290

Re: Invisible unit. Is it possible?

Thank you very much! It works (with some corrections). Another question. Now it works for all harvesters . Can I on/off visibility for chosen harvester? Something like this (the example below does not work): Actor61: harvester Owner: Atreides Facing: 96 Location: 7,21 -Cloak: Error: Exception of typ...
by Adrian
Wed Jul 29, 2020 3:36 pm
Forum: Mapping and Modding
Topic: Invisible unit. Is it possible?
Replies: 4
Views: 290

Invisible unit. Is it possible?

Can I make a unit invisible? Without compiling the game.

I remember, there was the code for original (vanilla) Dune 2000, somewhere in internet. And I made invisible harvester.