Search found 23 matches
- Mon Apr 25, 2016 3:14 am
- Forum: Mapping and Modding
- Topic: How do I enable multiple build queues in RA1 and TS mods?
- Replies: 10
- Views: 11578
- Sun Apr 24, 2016 12:46 pm
- Forum: Mapping and Modding
- Topic: How do I enable multiple build queues in RA1 and TS mods?
- Replies: 10
- Views: 11578
- Sun Apr 24, 2016 9:56 am
- Forum: Mapping and Modding
- Topic: How do I enable multiple build queues in RA1 and TS mods?
- Replies: 10
- Views: 11578
RA uses Defense, and CnC uses Defence (the tooltip text is Support, however.) I have already corrected these to the Defense spelling. Seeing as I'm only currently testing with the ConYard, I removed the other production type buttons for now, and the error is still thrown.
Can't get my head around ...
Can't get my head around ...
- Sun Apr 24, 2016 8:49 am
- Forum: Mapping and Modding
- Topic: How do I enable multiple build queues in RA1 and TS mods?
- Replies: 10
- Views: 11578
- Sat Apr 23, 2016 5:24 pm
- Forum: Mapping and Modding
- Topic: How do I enable multiple build queues in RA1 and TS mods?
- Replies: 10
- Views: 11578
- Sun Apr 17, 2016 1:56 pm
- Forum: Mapping and Modding
- Topic: New website to share openra sprites
- Replies: 9
- Views: 11456
- Tue Apr 05, 2016 7:09 am
- Forum: Mapping and Modding
- Topic: ColorValidator
- Replies: 2
- Views: 3923
- Mon Apr 04, 2016 12:38 pm
- Forum: Mapping and Modding
- Topic: ColorValidator
- Replies: 2
- Views: 3923
ColorValidator
I started modding oRA again after a few years and was pretty impressed with all the new features.
There is one, however, that I wish I was actually able to disable, and that is the ColorValidator, I initially found out that it was a server trait inside mod.yaml, so I removed it, this didn't fix the ...
There is one, however, that I wish I was actually able to disable, and that is the ColorValidator, I initially found out that it was a server trait inside mod.yaml, so I removed it, this didn't fix the ...
- Thu Oct 11, 2012 9:39 am
- Forum: Mapping and Modding
- Topic: Capturing vehicles
- Replies: 1
- Views: 3289
Capturing vehicles
Around 6-7 months ago I made an infantry unit that was able to capture vehicles, I did so by adding Capturable to vehicles and it allowed my new unit to capture the vehicle.
Unfortunately, one of the changes I found in "Capturable" that was done about a month ago, no longer allows me to capture ...
Unfortunately, one of the changes I found in "Capturable" that was done about a month ago, no longer allows me to capture ...
- Tue Oct 09, 2012 5:30 am
- Forum: Mapping and Modding
- Topic: Tanks to use power?
- Replies: 6
- Views: 8619
- Sun May 20, 2012 4:36 am
- Forum: Mapping and Modding
- Topic: How to convert Red Alert 2 / Tiberian Sun units to OpenRA
- Replies: 2
- Views: 4558
I'm surprised you don't have the purple conversion .pals referenced, they turn the black transparent to magenta, and house colours to purple, and it has a palette like this for TD, RA and TS, so it's really easy to convert them between each other, without having the black transparent issues. I use ...
- Mon May 14, 2012 2:53 am
- Forum: General Discussion
- Topic: Strategery of the New Pillbox
- Replies: 14
- Views: 14585
- Fri May 11, 2012 2:33 pm
- Forum: General Discussion
- Topic: OpenRA & RA2/YR
- Replies: 14
- Views: 22678
- Fri May 11, 2012 6:20 am
- Forum: General Discussion
- Topic: OpenRA & RA2/YR
- Replies: 14
- Views: 22678
I've managed to turn voxels into SHPs for OpenRA, it's a rather long process but it works quite well! Turning the TS/RA2 SHPs into CnC/RA SHPs isn't too hard either, I've done it with Tiberian Sun sprites, too.
Doing it this way, you could ... sort of make an RA2 mod! Garrisonable structures would ...
Doing it this way, you could ... sort of make an RA2 mod! Garrisonable structures would ...
- Sun May 06, 2012 2:26 pm
- Forum: General Discussion
- Topic: RA "snow" map tileset for CNC
- Replies: 13
- Views: 27298