Search found 441 matches
- Wed Mar 03, 2021 10:47 am
- Forum: General Discussion
- Topic: transport destored by telsa coils!
- Replies: 1
- Views: 43
Re: transport destored by telsa coils!
Did you destroy any tesla coils with the missile subs? (They might even target those automatically.) When too many tesla coils are destroyed the enemy has power again and the other teslas power up.
- Mon Feb 22, 2021 8:19 am
- Forum: General Discussion
- Topic: Problem map upload
- Replies: 3
- Views: 102
Re: Problem map upload
For the latest release the maps are stored in the following directories:
- Windows: %AppData%\OpenRA\maps\
- macOS: /Users/<username>/Library/Application Support/OpenRA/maps/
- GNU/Linux: ~/.config/openra/maps/
I hope that helps you find your maps.
- Windows: %AppData%\OpenRA\maps\
- macOS: /Users/<username>/Library/Application Support/OpenRA/maps/
- GNU/Linux: ~/.config/openra/maps/
I hope that helps you find your maps.
- Fri Feb 19, 2021 12:57 pm
- Forum: General Discussion
- Topic: Nasty scaling issue in 4k monitor
- Replies: 2
- Views: 155
Re: Nasty scaling issue in 4k monitor
Our "settings.yaml" configuration file is in the "OpenRA" folder in AppData ("%APPDATA%\OpenRA\"). I'd just try deleting the file and then the game will start up with the default configuration.
- Mon Feb 08, 2021 6:51 pm
- Forum: General Discussion
- Topic: parallel unit production in red alert
- Replies: 4
- Views: 251
Re: parallel unit production in red alert
Sadly I don't know of any mods which do that with vanilla RA rules. However, on Discord I was pointed towards https://resource.openra.net/maps/34993 which is a custom map that enables this ingame. (Although without the UI changes, so it's not completely as in TD since you have to select the exact bu...
- Mon Feb 08, 2021 9:22 am
- Forum: General Discussion
- Topic: parallel unit production in red alert
- Replies: 4
- Views: 251
Re: parallel unit production in red alert
It is possible, but you would have to create your own mod. (It is not doable in maps with custom rules since it requires UI changes.)
- Fri Jan 22, 2021 12:29 pm
- Forum: General Discussion
- Topic: Player statistic
- Replies: 2
- Views: 190
Re: Player statistic
There is the community-maintained http://oraladder.net/ .
- Tue Jan 05, 2021 10:40 pm
- Forum: General Discussion
- Topic: Dune 2000 Music/Videos
- Replies: 5
- Views: 1108
Re: Dune 2000 Music/Videos
https://gist.github.com/abcdefg30/a4fe1 ... ae2ce45bc0 has an overview of the file structure.
- Thu Dec 31, 2020 2:10 pm
- Forum: General Discussion
- Topic: Best resource for install troubleshooting?
- Replies: 4
- Views: 291
Re: Best resource for install troubleshooting?
The problem seems to be that your architecture is i386, a 32bit architecture, while OpenRA requires 64bit. The only thing you could try is compiling the source code yourself, but it is not guaranteed the GPU isn't going to cause problems.
- Thu Dec 31, 2020 12:10 am
- Forum: General Discussion
- Topic: "Cannot build here". Distance from base.
- Replies: 3
- Views: 335
Re: "Cannot build here". Distance from base.
Happy new year. 

- Wed Dec 30, 2020 4:40 pm
- Forum: General Discussion
- Topic: "Cannot build here". Distance from base.
- Replies: 3
- Views: 335
Re: "Cannot build here". Distance from base.
It requires to be 3 cells adjacent to another building afaik.
- Tue Dec 29, 2020 5:33 pm
- Forum: Mapping and Modding
- Topic: crashing issue
- Replies: 1
- Views: 196
Re: crashing issue
The range is not hexadecimal, but in cells. 1c0 is exactly one cell, while 1c512 is one and a half. So the value before "c" is the amount of full cells, and the value after the "c" is the distance inside a cell (range [0;1023]).
- Thu Dec 03, 2020 5:26 pm
- Forum: General Discussion
- Topic: Missions missing
- Replies: 1
- Views: 378
Re: Missions missing
Yes, sadly you are likely looking at several months (probably more than a year) until we have all missions. 

- Wed Dec 02, 2020 7:46 pm
- Forum: General Discussion
- Topic: Replay occasionnally paused
- Replies: 2
- Views: 348
Re: Replay occasionnally paused
The replay also records pauses taken ingame, so it will appear paused for the duration you had the game paused while recording (but the replay still continues). I'd just try going through the pause using max speed.
- Tue Nov 24, 2020 9:02 am
- Forum: Mapping and Modding
- Topic: Function from Lua: os.date()
- Replies: 5
- Views: 597
Re: Function from Lua: os.date()
I don't think the 'table' function is blocked by our sandbox, so I'd just try if that works in OpenRA. Otherwise you'll need to iterate over the table contents in a for loop and concat "manually".
- Mon Nov 23, 2020 2:11 pm
- Forum: Mapping and Modding
- Topic: Function from Lua: os.date()
- Replies: 5
- Views: 597
Re: Function from Lua: os.date()
Most os functions are blocked by the sandbox, so it looks like this is sadly not usable.