Search found 38 matches
- Mon Jul 30, 2018 4:26 am
- Forum: Mapping and Modding
- Topic: Transform units
- Replies: 10
- Views: 6562
Re: Transform units
To be honest Graion nailed it with his answer, you need to either list EVERY SINGLE TRAIT needed to make the action function or one of the basic inheritances that do the same, see this example, the first thing you see is the basic actor type inheritance, its gonna tell the unit basic things like dea...
- Sat Apr 15, 2017 9:47 pm
- Forum: Mapping and Modding
- Topic: Nomad Galaxy
- Replies: 8
- Views: 7755
Yup, I got a test build roaming somewhere, with my thesis there I haven't been able to do many updates lately, I am stuck modelling the human ships and doing some small game fixes here and there. If you could message me on OpenRA's discord, I could send you a wip version, https://discordapp.com/invi...
- Sun Mar 19, 2017 6:12 pm
- Forum: Mapping and Modding
- Topic: Nomad Galaxy
- Replies: 8
- Views: 7755
I gave it some thought, and your idea doesn't sound bad, the current planet capture system I had was shitty anyway, it was about capturing a planet by placing a "Tower" unit, had to get it near the planet, force attack it, and then it would create a station with some defences and it would give you a...
- Mon Mar 13, 2017 3:08 am
- Forum: Mapping and Modding
- Topic: Nomad Galaxy
- Replies: 8
- Views: 7755
Thanks, imo it's only ready for the announcement, the mod is playable but it lacks a good chunk of content and balance, many things are work in progress and there are also some small bugs that I am not even sure if they will be fixed (mostly because I am forcing the game to do something other that w...
- Sat Mar 11, 2017 3:45 pm
- Forum: Mapping and Modding
- Topic: Nomad Galaxy
- Replies: 8
- Views: 7755
Nomad Galaxy
Before doing this announcement, a big thanks to Graion Dilach and to ApolloTD, who gave their support and knowledge to make this project real. And now, I present to you, Nomad Galaxy: http://media.moddb.com/images/mods/1/33/32514/fd.png As you can notice, this is a space mod built on the OpenRA engi...
- Sun Jan 15, 2017 1:49 am
- Forum: Mapping and Modding
- Topic: Help needed. Specific death trait below specific condition..
- Replies: 7
- Views: 5502
Re: Minor mystery.
Code: Select all
KillsSelf:
RequiresCondition: invulnerability
Explodes:
Weapon: MADTankDetonate
EmptyWeapon: MADTankDetonate
If this doesn't work then... wait, Vanilla ORA doesn't have explode weapon, if that doesn't work then idk
- Sun Dec 18, 2016 1:00 pm
- Forum: Mapping and Modding
- Topic: Help needed. Specific death trait below specific condition..
- Replies: 7
- Views: 5502
- Mon Aug 22, 2016 12:30 am
- Forum: Mapping and Modding
- Topic: Shattered Paradise
- Replies: 11
- Views: 14089
Looks great! Super Weapons looks a little OP... :lol: I strongly disagree http://i.imgur.com/iMzxwdl.gif ^ Please don't take that gif seriously. anyway, a pair of updates. I improved the Colossus area shock effect http://i.imgur.com/hnOGhuL.gif An improved drop pod logic. http://i.imgur.com/E6iJ9cb...
- Thu Aug 18, 2016 3:04 am
- Forum: Mapping and Modding
- Topic: Shattered Paradise
- Replies: 11
- Views: 14089
August Update, WARNING: This post contains a great amount of animated images. This is a clone of the article I posted on MODDB yesterday. A few months have passed since the last update, a lot a things got in, some units got reworked, some dummy workarounds have been replaced with proper traits, and ...
- Sat Jun 25, 2016 4:11 pm
- Forum: Mapping and Modding
- Topic: Dedicated Server for our mod
- Replies: 8
- Views: 8367
Just place the mod in a new folder and make changes on mod.yaml, specifically in the part where it looks for the files to read (rules, weapons and sequences), you ARE going to have desyncs if you dont do it, you just need one guy with one different file and the game crashes. Also players shouldnt ne...
- Wed May 25, 2016 4:35 am
- Forum: Mapping and Modding
- Topic: New website to share openra sprites
- Replies: 9
- Views: 7693
- Wed May 25, 2016 4:19 am
- Forum: Mapping and Modding
- Topic: SHPs required
- Replies: 9
- Views: 7740
- Tue May 24, 2016 11:30 pm
- Forum: Mapping and Modding
- Topic: SHPs required
- Replies: 9
- Views: 7740
- Mon May 23, 2016 6:25 pm
- Forum: Mapping and Modding
- Topic: SHPs required
- Replies: 9
- Views: 7740
I gave it a try and failed miserably, I can't figure out how to apply the voxel texture into it (I thought that placing the texture on the object as a bitmap would work fine but nope). This method doesn't feel worth it anyway because the time it takes to render a frame is huge (2 minutes). I could m...
- Sun May 22, 2016 3:15 pm
- Forum: General Discussion
- Topic: Marn's Maps!!!
- Replies: 38
- Views: 23672