Hello. I am trying to implement AutoTargetPriority to e1 but I cannot get it to work. Here is my attempt:
E1:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
AutoTarget@AUTOTARGET:
Priority:
Infantry: 10
Vehicle: 1
Buildable:
Queue: Infantry
BuildAtProductionType ...
Search found 20 matches
- Sat Nov 29, 2025 1:12 pm
- Forum: Mapping and Modding
- Topic: Cannot get AutoTargetPriority to work.
- Replies: 1
- Views: 11512
- Sat Dec 17, 2022 11:43 pm
- Forum: Mapping and Modding
- Topic: Icon color (palette) problem
- Replies: 1
- Views: 5998
Re: Icon color (palette) problem
Here's an example of me copying a unit that has a TD palette into RA: https://resource.openra.net/maps/49275/
Hope this helps.
Hope this helps.
- Tue Dec 06, 2022 9:20 am
- Forum: Mapping and Modding
- Topic: Codebase question regarding force move
- Replies: 2
- Views: 7176
Re: Codebase question regarding force move
I'm willing to be on irc but whenever I join no one seems to be there. I think I've somewhat figured it out with if (modifiers.HasModifier(TargetModifiers.ForceMove)) but learning about permanent injury I don't think it would be the best idea to add it to TakeCover.cs instead I think adding ...
- Mon Dec 05, 2022 11:31 pm
- Forum: Mapping and Modding
- Topic: Codebase question regarding force move
- Replies: 2
- Views: 7176
Codebase question regarding force move
I dove into the codebase awhile back to try to implement https://github.com/OpenRA/OpenRA/issues/19093 a feature that I desperately want but for the life of me I can't figure out how units know when they are being force moved.
- Wed Nov 23, 2022 7:20 am
- Forum: Mapping and Modding
- Topic: What to use for scripting?
- Replies: 4
- Views: 9891
Re: What to use for scripting?
Ah thank you I misunderstood what Map.ActorsInBox did it returns actors and doesn't act like a trigger, so I should use Trigger.OnEnteredFootprint. You saved me a lot of time!
- Wed Nov 23, 2022 7:15 am
- Forum: Mapping and Modding
- Topic: to change the PICTURE of unit or building
- Replies: 4
- Views: 10912
Re: to change the PICTURE of unit or building
Oops I double checked my code and saw that it was slightly wrong here's the corrected code:
harvester2:
idle: DATA.R8
Start: 1699
Facings: -32
harvest: DATA.R8
Start: 3884
Length: 6
Facings: -8
Tick: 80
ZOffset: 1
BlendMode: Multiply
dock: DATA.R8
Start: 3623
Length: 10
dock-loop ...
harvester2:
idle: DATA.R8
Start: 1699
Facings: -32
harvest: DATA.R8
Start: 3884
Length: 6
Facings: -8
Tick: 80
ZOffset: 1
BlendMode: Multiply
dock: DATA.R8
Start: 3623
Length: 10
dock-loop ...
- Tue Nov 22, 2022 12:07 am
- Forum: Mapping and Modding
- Topic: What to use for scripting?
- Replies: 4
- Views: 9891
What to use for scripting?
I want to have a square bounty arround an oil field and I want it to play a play a one time PlaySpeechNotification when a unit enters. What to use? Map.ActorsInBox or Trigger.OnEnteredFootprint? Both seem like they can work just fine.
- Mon Nov 21, 2022 11:57 pm
- Forum: Mapping and Modding
- Topic: to change the PICTURE of unit or building
- Replies: 4
- Views: 10912
Re: to change the PICTURE of unit or building
Okay here's how I do it. First take out the RenderSprites trait we will use sequences.yaml. I recommend that you format your map the way most people do it rather then have your rules in map.yaml because it's extremely easy to mess up the indentation. So, at the bottom of your map.yaml add this ...
- Mon Nov 21, 2022 8:47 am
- Forum: General Discussion
- Topic: C&C missing missions?
- Replies: 7
- Views: 11011
Re: C&C missing missions?
Not reverse engineered, just rewritten from scratch. (- the map, that can be imported)poenn wrote: Wed Nov 09, 2022 9:03 pm OK, thanks a lot for your help! I understand now that they have to be reverse engineered which takes a lot of time.
- Mon Mar 21, 2022 12:04 am
- Forum: Mapping and Modding
- Topic: Can't get tertiary armaments to work.
- Replies: 2
- Views: 18970
Re: Can't get tertiary armaments to work.
Thank you!
- Wed Mar 16, 2022 7:33 am
- Forum: Mapping and Modding
- Topic: Can't get tertiary armaments to work.
- Replies: 2
- Views: 18970
Can't get tertiary armaments to work.
Hind code:
HIND:
Inherits: ^Helicopter
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Buildable:
Queue: Aircraft
BuildAtProductionType: Helicopter
BuildPaletteOrder: 20
Prerequisites: ~hpad, ~dome, ~techlevel.medium
Description: Heavy Attack Helicopter Gunship armed\nwith dual chainguns ...
HIND:
Inherits: ^Helicopter
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Buildable:
Queue: Aircraft
BuildAtProductionType: Helicopter
BuildPaletteOrder: 20
Prerequisites: ~hpad, ~dome, ~techlevel.medium
Description: Heavy Attack Helicopter Gunship armed\nwith dual chainguns ...
- Fri Mar 11, 2022 7:05 am
- Forum: General Discussion
- Topic: Replace name faction "Russia" with another variant
- Replies: 28
- Views: 87259
Re: Replace name faction "Russia" with another variant
You're getting closer but I didn't mean it on that extreme of a scale. I was mostly meaning stuff like shelling water infrastructure and leveling cities; you know what NATO loves doing.
If anyone else is curious about total war: https://en.wikipedia.org/wiki/Total_war
If anyone else is curious about total war: https://en.wikipedia.org/wiki/Total_war
- Sat Mar 05, 2022 11:31 pm
- Forum: Mapping and Modding
- Topic: OpenRA rejected an audio file from remaster.
- Replies: 0
- Views: 111326
OpenRA rejected an audio file from remaster.
Called the file remix to make it easier for testing.
Code:
Music file
https://drive.google.com/drive/folders/ ... sp=sharing
Code:
Code: Select all
remix: remix
Hidden: false
Extension: wavhttps://drive.google.com/drive/folders/ ... sp=sharing
- Sat Mar 05, 2022 10:27 pm
- Forum: General Discussion
- Topic: Replace name faction "Russia" with another variant
- Replies: 28
- Views: 87259
Re: Replace name faction "Russia" with another variant
"We should remove the RSFSR from a faction list from an obscure game to own the evil Russians"
A. This will do nothing.
B. Why didn't you want to remove the UkrSSR when Ukraine was slaughtering Russians in the Donbass?
C. If you ask me this is not a war yet because so far we haven't seen total ...
A. This will do nothing.
B. Why didn't you want to remove the UkrSSR when Ukraine was slaughtering Russians in the Donbass?
C. If you ask me this is not a war yet because so far we haven't seen total ...
- Wed Feb 16, 2022 10:43 am
- Forum: Mapping and Modding
- Topic: Just a quick question: is it possible to force openra to load incompatible maps?
- Replies: 1
- Views: 5061
Just a quick question: is it possible to force openra to load incompatible maps?
It would be nice for updating maps as the crash log is very helpful.