Search found 21 matches
- Fri Dec 05, 2025 5:06 am
- Forum: Mapping and Modding
- Topic: King of the Hill (snow) By Gadd
- Replies: 3
- Views: 11641
Re: King of the Hill (snow) By Gadd
fnf I would really like to play this map but it isn't compatible on 20250330. Could we get a new one please? Can you make sure that you run the latest version of OpenRA? Map format 12 not being supported hints at an outdated version. Unfortunately we no longer support Windows 7 as well, so that cou...
- Sat Nov 29, 2025 1:12 pm
- Forum: Mapping and Modding
- Topic: Cannot get AutoTargetPriority to work.
- Replies: 0
- Views: 289
Cannot get AutoTargetPriority to work.
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: Soldier BuildP...
- Sat Dec 17, 2022 11:43 pm
- Forum: Mapping and Modding
- Topic: Icon color (palette) problem
- Replies: 1
- Views: 5383
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: 6430
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 somethin...
- Mon Dec 05, 2022 11:31 pm
- Forum: Mapping and Modding
- Topic: Codebase question regarding force move
- Replies: 2
- Views: 6430
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: 9001
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: 8948
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: DATA.R8 Start: 363...
- Tue Nov 22, 2022 12:07 am
- Forum: Mapping and Modding
- Topic: What to use for scripting?
- Replies: 4
- Views: 9001
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: 8948
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: Rule...
- Mon Nov 21, 2022 8:47 am
- Forum: General Discussion
- Topic: C&C missing missions?
- Replies: 7
- Views: 9894
- Mon Mar 21, 2022 12:04 am
- Forum: Mapping and Modding
- Topic: Can't get tertiary armaments to work.
- Replies: 2
- Views: 17446
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: 17446
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 and Air-t...
- Fri Mar 11, 2022 7:05 am
- Forum: General Discussion
- Topic: Replace name faction "Russia" with another variant
- Replies: 28
- Views: 77720
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: 110314
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: 77720
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 war f...