Search found 22 matches
- Mon Nov 27, 2017 6:56 pm
- Forum: Mapping and Modding
- Topic: Volkov was not made for walking
- Replies: 6
- Views: 4318
∙You are stacking "Inherits: ^Soldier" with "Inherits@1: ^CivInfantry". ∙StavrosVoice has no "Demolish" voice. Use "Attack" instead. ∙DeliversCash uses a voice. "Action" is default and missing from StavrosVoice, so use "Move" instead. ∙"Armament:" that is inherited from ^ArmedCivilian should...
- Thu Nov 09, 2017 9:48 pm
- Forum: Mapping and Modding
- Topic: Play button grayed out on custom map
- Replies: 2
- Views: 2402
- Tue Jul 18, 2017 9:59 pm
- Forum: Mapping and Modding
- Topic: Question: WithInfantryBody
- Replies: 2
- Views: 2967
I think you need to use the Armament "Name:" like "primary" or "secondary" e.g. Armament@FIRST: ->Name: primary ->Weapon: M16 Armament@SECOND: ->Name: secondary ->Weapon: FragGrenade WithInfantryBody: ->DefaultAttackSequence: ->AttackSequences: -->secondary: throw The above worked for me, but keep i...
- Mon Jun 05, 2017 3:40 pm
- Forum: Mapping and Modding
- Topic: Playing around with speedmultiplier
- Replies: 9
- Views: 6415
105 is the same speed as 113 :) -- You need to set it to 102. Your modifier needs to target a number within a different speed window or you'll simply end up with the same speed again. 113 - 10% = 101 (within the 94-102 range) ->SpeedMultiplier@L1: -->Modifier: 90 To duplicate the transport: LST.102:...
- Sun Jun 04, 2017 12:48 am
- Forum: Mapping and Modding
- Topic: Playing around with speedmultiplier
- Replies: 9
- Views: 6415
Re: Playing around with speedmultiplier
But this results in two different tiers remaining the same speed. I've tried isolating each level so that only one trait is active at a time but that doesn't seem to work at all. You're not seeing any change in speed because there is no difference between speeds 113 and 107 (95%). If you want to ch...
- Sun May 28, 2017 9:03 pm
- Forum: General Discussion
- Topic: Questions & Answers (for Newbies and non-Newbies)
- Replies: 44
- Views: 35285
Yep.FRenzy wrote: ↑ @Frame_Limiter : awesome, thanks !
What's the difference between Damage and Firepower ?
Damage = damage taken, Firepower = damage dealt ?
- Sun May 28, 2017 8:20 pm
- Forum: General Discussion
- Topic: Questions & Answers (for Newbies and non-Newbies)
- Replies: 44
- Views: 35285
Hey FRenzy, Husk HP & armor for the three mods: RA Husks : 280hp / heavy armor. TD Husks : 140hp / light armor. D2K Husks : 75hp / light armor. Veteran units have the same vision range as non-ranked units. The veteran unit bonuses are: RA , TD , D2K ∙Damage ∙Firepower ∙Speed ∙Reload Delay âˆ...
- Sun May 21, 2017 9:46 pm
- Forum: General Discussion
- Topic: Suggestion: transport helicopter for soviets
- Replies: 18
- Views: 13281
Here you go:SirCake wrote: ↑ xD Haha
yesss, give the soviet dog one transport slot, so the "passenger" actually gets to ride the dog Imagine Shock-Dogs LMAO.
http://resource.openra.net/maps/21502/
- Mon May 08, 2017 7:53 pm
- Forum: General Discussion
- Topic: Let's talk about RA's Navy
- Replies: 74
- Views: 61485
@Blackened, Yes, you can give the transport a modified speed while loaded if you wanted: This below will make it 25% slower if it contains cargo. LST: ->SpeedMultiplier@LOADED -->RequiresCondition: Loaded -->Modifier: 75 ->Cargo: -->LoadedCondition: Loaded *You can also make it actor specific by usi...
- Fri Apr 21, 2017 1:45 pm
- Forum: General Discussion
- Topic: Removing kill bounties from RA
- Replies: 108
- Views: 144884
·Structures/Defenses can currently circumvent the bounty system with well timed selling. ·Demo Trucks will grant bounties so long as you detonate them (if they get killed you don't get one.) ·The Nuke from the Missile Silo will grant a bounty. ---- How Experience & Bounties work: The GainsExperie...
- Thu Apr 20, 2017 8:56 pm
- Forum: General Discussion
- Topic: New OpenRA-Release OUT NOW
- Replies: 13
- Views: 11092
- Thu Apr 20, 2017 8:55 pm
- Forum: General Discussion
- Topic: Where to find older realeases?
- Replies: 3
- Views: 3308
- Tue Jan 31, 2017 12:22 am
- Forum: Mapping and Modding
- Topic: [RA] [Modded Maps] SoS Playtest 1.5r
- Replies: 3
- Views: 3369
- Tue Jan 10, 2017 4:26 pm
- Forum: Mapping and Modding
- Topic: Pass lint check, but map "not compatible"
- Replies: 3
- Views: 3089
Looking at your .yaml it appears you forgot "HP:" after Health for the gap generator. It should be: GAP: +Health: ++HP: 350 ^Keep in mind the gap uses wood armor by default so your value of 350 makes it similar to a power plant. For the Chrono tank: You need to adjust the valid targets of both the w...
- Thu Oct 27, 2016 4:28 pm
- Forum: General Discussion
- Topic: The Elephant in the room
- Replies: 65
- Views: 50560
I'm in favor of both the static build speeds for defense structures and increasing the price of the pillboxes. Also the ranking system is based around the value of the unit inside and not the structure itself so pillboxes get ranked ridiculously fast. Price: Right now you can plop down a $400 pillbo...