Search found 93 matches

by kaneCVR
Thu Apr 05, 2018 7:53 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

Editing an installed copy of OpenRA is hard, so I dropped the mod into the SDK template and generated installers that everyone can use. Windows (installer): https://www.dropbox.com/s/jw3i4dx29fmnx4k/TiberianOrigins-0.87d.exe?dl=1 Windows (portable): https://www.dropbox.com/s/jm6w9q6fxxdavql/Tiberia...
by kaneCVR
Wed Apr 04, 2018 9:13 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

How do you install and play it? I've been looking through the files and I can't find anything. Files and instructions can be found on the mod's modb page. Version 0.87d released! Link: http://www.moddb.com/mods/command-conquer-tiberian-origins/downloads Please let me know what you think about the 3...
by kaneCVR
Tue Mar 20, 2018 10:21 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

Of course it is case sensitive, like every programming language ;):) You can name the path whatever you want. Only the curly brackets are important. Also important is that you define the path before you use it! Unlike yaml where ordering doesn't matter at all. I tested my code before posting with R...
by kaneCVR
Mon Mar 19, 2018 8:22 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

Well, how about Hummvee1.Patrol({HummPatrol1.Location, HummPatrol2.Location }, true) ? ;) (Put it into WorldLoaded in your Lua file) See Lua API on which other functions you can call on an actor (=the humvee) Hummvee1.Patrol(Hummvee1Path, true, 40) -- did the trick. Added after WorldLoaded ...
by kaneCVR
Mon Mar 19, 2018 3:54 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

Hi guys. Need a little help with mission 'lua scripting. I have an actor (already on the map), named Hummvee1 , witch I want to have patrol between waypoint1 ( HummPatrol1 ) and waypoint2 ( HummPatrol2 ). I found a guide witch shows me how to CREATE new actors witch are sent on patrol, but that's no...
by kaneCVR
Fri Mar 09, 2018 4:23 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

Version 0.85 is up! Changes: - Added Tiberium. - Ore is now 15 credits / bale, and the ore truck can carry 35 bales = 525 credits / load. - Gems are now 30 credits / bale - one load = 1050 credits - Tiberium is 50 credits / bale. One tiberium harvester carries 22 bales => 1200 credits / load - Adde...
by kaneCVR
Wed Mar 07, 2018 9:57 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

It will also give that error if it is not able to find or parse the referenced ti* files. Yup - the engine seems to look for all tileset specific file extensions (.tem / .sno / .des) unless told otherwise. Since my Bits folder only contains ti*.shp files, I had to add AllowTilesetExtension=False an...
by kaneCVR
Wed Mar 07, 2018 8:48 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

Right - so I'm getting "Exception of type `System.InvalidOperationException`: Unit `resources` does not have a sequence named `ti1`" When I clearly have the sequience defined: resources: Defaults: Length: * UseTilesetExtension: true TilesetOverrides: INTERIOR: TEMPERAT DESERT: TEMPERAT gold01: gold0...
by kaneCVR
Wed Mar 07, 2018 8:13 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

My first guess is case sensitivity, It looks like you are using capitals in the yaml, but lower case for the real files. OpenRA now requires the filename case used in the yaml to match that of the files on disk. That might be it - I'll re-test as soon as I finish my current issue - adding Tiberium....
by kaneCVR
Wed Mar 07, 2018 5:32 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

Once simple for modders... until the next OpenRA release comes out and breaks compatibility! Once simple for players... until they want to jump between different mods that require different OpenRA versions, and have to quit then launch the specific mod chooser that works only with the mod they want...
by kaneCVR
Tue Mar 06, 2018 5:20 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

but it still has some dependencies to the RA mod it's based on This is straightforward to handle with the SDK. Just make sure that you keep INCLUDE_DEFAULT_MODS="False" in your mod.config and then copy the parts of the RA mod that you want to include into a ra directory in the SDK mod directory. Ag...
by kaneCVR
Tue Mar 06, 2018 3:44 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

Please use the Mod SDK instead of asking players to modify their OpenRA installation! The process is basically the same as what you are doing now - copy your mod directory to replace the example mod, and then make a few tweaks to the mod.config to set up other metadata. This is all covered in the g...
by kaneCVR
Tue Mar 06, 2018 7:12 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

The code worked perfectly, thanks!
by kaneCVR
Mon Mar 05, 2018 8:59 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

You need to tell the specific traits like Mobile which voice should be used. See https://github.com/OpenRA/OpenRA/blob/bleed/mods/ra/rules/infantry.yaml#L22-L34 for example. That makes sense, didn't think of that, thanks. So it should be: AttackTurreted: Voice: Action Mobile: Speed: 90 Voice: Move ...
by kaneCVR
Mon Mar 05, 2018 11:32 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 106958

Does anyone know what happened to kaneCVR? Or is there any more updates? I'm back. I had to take a long break caused by lack of time due to school and work. I've published an updated but incomplete version of the mod on moddb, with more to come. Also, I'm having several issues with the current vers...