Search found 36 matches

by melons
Sun Mar 09, 2025 5:33 pm
Forum: Mapping and Modding
Topic: Updated maps not working in new build
Replies: 5
Views: 19180

Re: Updated maps not working in new build

Resolved it was related to the ERCC code particularly in rules-ERCC.yaml

Code: Select all

    Palette: cloak
    IsPlayerPalette: true
by melons
Wed Mar 05, 2025 11:35 am
Forum: Mapping and Modding
Topic: Updated maps not working in new build
Replies: 5
Views: 19180

Updated maps not working in new build

I am getting an error after the map is successfully updated on the maps site Error: Undefined player palette reference `cloak` detected at `OpenRA.Mods.Common.Traits.Render.WithIdleOverlayInfo` for `proc` Errors: 1 Any idea where I can start looking for the issue, the map had ERCC refs so may be rel...
by melons
Thu Sep 19, 2024 7:52 pm
Forum: Mapping and Modding
Topic: I wish to create a custom or modded menu for maps! kinda like Melon's
Replies: 5
Views: 26139

Re: I wish to create a custom or modded menu for maps! kinda like Melon's

Sounds like all should be doable, once you get an idea from the docs
by melons
Thu Aug 01, 2024 8:23 pm
Forum: Mapping and Modding
Topic: RA - How do I add the Ultimate AI to my own maps?
Replies: 6
Views: 24970

Re: RA - How do I add the Ultimate AI to my own maps?

This one was designed for the Ultimate AI
https://resource.openra.net/maps/55610/

One with more space is this one
https://resource.openra.net/maps/54581/
by melons
Wed Jul 10, 2024 12:07 pm
Forum: Mapping and Modding
Topic: RA - How do I add the Ultimate AI to my own maps?
Replies: 6
Views: 24970

Re: RA - How do I add the Ultimate AI to my own maps?

Hi, I absolutely love the ultimate AI and gives me the challenge I need when playing skirmish against bots. How do I add this to my own maps (for personal use only)? I have tried extracting one of the ultimate maps and bundling the files with my own map and changing the files to suit, but I keep st...
by melons
Sat Mar 04, 2023 5:48 am
Forum: Mapping and Modding
Topic: DestroyResourceWarhead and related
Replies: 4
Views: 4727

Re: DestroyResourceWarhead and related

Thanks, yes I was referring to that page, hoping to find some examples of how it can be implemented
by melons
Thu Feb 23, 2023 5:51 pm
Forum: Mapping and Modding
Topic: DestroyResourceWarhead and related
Replies: 4
Views: 4727

Re: DestroyResourceWarhead and related

Thanks I have looked at that one before, I just want to know how.to use these OpenRA.Mods.Common.Warheads options
by melons
Thu Feb 23, 2023 5:34 pm
Forum: Mapping and Modding
Topic: Melons Ultimate Chamber Impossible Ultimate AI
Replies: 1
Views: 8538

Re: Melons Ultimate Chamber Impossible Ultimate AI

With toxic enabled it's possible to win in impossible mode on all the Ultimate AI maps, it's actually easier when toxic is enabled as the player has more of a chance, without toxic it is much more difficult. The original and best suited map for the Ultimate AI is "Ultimate Castle AI 0.98" where you ...
by melons
Thu Feb 23, 2023 5:27 pm
Forum: Mapping and Modding
Topic: DestroyResourceWarhead and related
Replies: 4
Views: 4727

DestroyResourceWarhead and related

from the section "OpenRA.Mods.Common.Warheads" does anyone know how I would implement one of these weapons such as "DestroyResourceWarhead" I can't find any reference on GitHub to a maps that uses any of these so would be helpful for any example. I know how to launch the regular atomic through an ac...
by melons
Tue Jun 14, 2022 1:02 pm
Forum: Mapping and Modding
Topic: Default Speed for Lobby Settings
Replies: 2
Views: 3851

Re: Default Speed for Lobby Settings

Thanks, I noticed for instance on Skirmish initially it loads as Normal but then if I click back and then click skirmish again the correct speed loads up
by melons
Tue Jun 14, 2022 11:34 am
Forum: Mapping and Modding
Topic: Default Speed for Lobby Settings
Replies: 2
Views: 3851

Default Speed for Lobby Settings

Is the default speed actually working in the lobby rules as every time I set it, it reverts to Normal, for example the following would revert to Normal in the lobby, unless I am missing something obvious

Code: Select all

World:
	MapOptions:
		GameSpeedDropdownLocked: false
		GameSpeed: fast
by melons
Tue Jun 14, 2022 11:30 am
Forum: Mapping and Modding
Topic: Checkbox and traits issue
Replies: 4
Views: 5153

Re: Checkbox and traits issue

Is there a way I can request that Perquisite is added to the ClassicProductionQueue as it would be helpful incase I can't figure this out easily Yes, you could open a ticket at https://github.com/OpenRA/OpenRA/issues about making ClassicProductionQueue / ProductionQueue conditional. Great, thanks f...
by melons
Thu Jun 09, 2022 9:17 pm
Forum: Mapping and Modding
Topic: Checkbox and traits issue
Replies: 4
Views: 5153

Re: Checkbox and traits issue

'ProductionTimeMultiplier' can be switched on and off using prerequisites: https://docs.openra.net/en/latest/release/traits/#productiontimemultiplier Does that cover your usecase? Thanks for the reply, currently ClassicProductionQueue and BuildTimeSpeedReduction in 12 lines would reduce building ti...
by melons
Mon Jun 06, 2022 3:34 pm
Forum: Mapping and Modding
Topic: Checkbox and traits issue
Replies: 4
Views: 5153

Checkbox and traits issue

Hi @abcdefg30 + all With a check box I want to modify the ClassicProductionQueue, however there isn't a 'requirescondition' option for this trait, any idea how I would go about this one --- Player: ClassicProductionQueue@Building: BuildTimeSpeedReduction: 100, 75, 50, 40, 30, 20, 15, 10 --- If I was...
by melons
Wed Jun 01, 2022 12:32 pm
Forum: General Discussion
Topic: OpenRA and Apple M1
Replies: 5
Views: 9077

Re: OpenRA and Apple M1

Full screen isn't accounting for the camera notch and it pushing the screen down so a certain amount can't be seen at the bottom, so missing about 1cm off the bottom of the game, it does work on a second monitor but be better if they fix the notch issue in the next update. Full Screen (Legacy) works...