Search found 22 matches

by Frame_Limiter
Mon Nov 27, 2017 6:56 pm
Forum: Mapping and Modding
Topic: Volkov was not made for walking
Replies: 6
Views: 4296

∙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...
by Frame_Limiter
Thu Nov 09, 2017 9:48 pm
Forum: Mapping and Modding
Topic: Play button grayed out on custom map
Replies: 2
Views: 2392

You need to remove "-CrateDrop:" from yaml line 1962.
by Frame_Limiter
Tue Jul 18, 2017 9:59 pm
Forum: Mapping and Modding
Topic: Question: WithInfantryBody
Replies: 2
Views: 2946

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...
by Frame_Limiter
Mon Jun 05, 2017 3:40 pm
Forum: Mapping and Modding
Topic: Playing around with speedmultiplier
Replies: 9
Views: 6353

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:...
by Frame_Limiter
Sun Jun 04, 2017 12:48 am
Forum: Mapping and Modding
Topic: Playing around with speedmultiplier
Replies: 9
Views: 6353

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...
by Frame_Limiter
Sun May 28, 2017 9:03 pm
Forum: General Discussion
Topic: Questions & Answers (for Newbies and non-Newbies)
Replies: 44
Views: 35111

FRenzy wrote: @Frame_Limiter : awesome, thanks !
What's the difference between Damage and Firepower ?
Damage = damage taken, Firepower = damage dealt ?
Yep.
by Frame_Limiter
Sun May 28, 2017 8:20 pm
Forum: General Discussion
Topic: Questions & Answers (for Newbies and non-Newbies)
Replies: 44
Views: 35111

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...
by Frame_Limiter
Sun May 21, 2017 9:46 pm
Forum: General Discussion
Topic: Suggestion: transport helicopter for soviets
Replies: 18
Views: 13150

SirCake wrote: xD Haha
yesss, give the soviet dog one transport slot, so the "passenger" actually gets to ride the dog :D Imagine Shock-Dogs LMAO.
Here you go:
http://resource.openra.net/maps/21502/

:)
by Frame_Limiter
Mon May 08, 2017 7:53 pm
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 60754

@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...
by Frame_Limiter
Fri Apr 21, 2017 1:45 pm
Forum: General Discussion
Topic: Removing kill bounties from RA
Replies: 108
Views: 143566

·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...
by Frame_Limiter
Tue Jan 31, 2017 12:22 am
Forum: Mapping and Modding
Topic: [RA] [Modded Maps] SoS Playtest 1.5r
Replies: 3
Views: 3356

Hey SoScared,

When looking over your edited map yaml I noticed:
∙The TENT & BARR have their HP value set at 800 instead of 600.
∙The StingerAA has a value of 7c512 instead of 9c0.
∙The AutoTarget trait doesn't need to be applied to both spies as the British one "inherits: SPY"
by Frame_Limiter
Tue Jan 10, 2017 4:26 pm
Forum: Mapping and Modding
Topic: Pass lint check, but map "not compatible"
Replies: 3
Views: 3082

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...
by Frame_Limiter
Thu Oct 27, 2016 4:28 pm
Forum: General Discussion
Topic: The Elephant in the room
Replies: 65
Views: 49804

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...