Search found 195 matches

by Materianer
Wed Jan 08, 2020 1:05 am
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 28
Views: 6197

Re: Naval Revamp - A Red Alert map mod

Have to try this map :D
Punsho wrote:
Tue Jan 07, 2020 6:44 pm
This mod is still missing some art assets, f.e. a jet skis for these poor fellas
You can find a JETSKY: and some other naval stuff in this collection.
https://resource.openra.net/maps/17486/

Inserts naval units are also much awesomeness, the deployable sub and so ;)
by Materianer
Wed Jan 08, 2020 12:10 am
Forum: Mapping and Modding
Topic: Map: Island Hopping Reloaded II - What causes its incompatibility?
Replies: 6
Views: 1678

Re: Map: Island Hopping Reloaded II - What causes its incompatibility?

Waow.. Thanks Materianer, for your extended and very detailed explanation. QUESTIONS: 1 - Where is that OpenRa debug.log located? I've found one in (on Windows 7 64 bits) over here: C:\Users\Ronald\Documents\OpenRA\LOGS\debug.log 2 - This debuglog (the one I mentioned above) showed this lines: 604 ...
by Materianer
Tue Jan 07, 2020 12:22 am
Forum: Mapping and Modding
Topic: Map: Island Hopping Reloaded II - What causes its incompatibility?
Replies: 6
Views: 1678

Re: Map: Island Hopping Reloaded II - What causes its incompatibility?

The first thing what you can do when you have a map is incompatible is taking a look into the debug.log At best you start openra load that map and close the game then to make the log shorter. These messages are often in this file and have nothig to do with your error. MapCache.LoadAsyncInternal ende...
by Materianer
Fri Dec 13, 2019 10:55 pm
Forum: Mapping and Modding
Topic: Need Help to shorten and Improve LUA Script
Replies: 8
Views: 3181

Re: Need Help to shorten and Improve LUA Script

i had time to do some research, i now understand how and why the # works I dont fully understand how it works but thats okay for me the important thing is that it works ;) the game seems to lag with asa little as 4 bots, prorably because it checks every 5 seconds all available bots and runs this sc...
by Materianer
Sat Dec 07, 2019 1:08 am
Forum: General Discussion
Topic: A Special Announcement from EA
Replies: 133
Views: 69141

Re: A Special Announcement from EA

-- will reveal itself by amount of cells 44 to [ Y = -44 ] (starting from cell [ X = 11 ] and ending in cell [ X = 77 ] and reveal to [ Y = -44 ]) the total size of a map is something like 244 x 244 You should be able to just place buildings outside of the map but i think the unitprocution will be ...
by Materianer
Tue Dec 03, 2019 3:53 pm
Forum: Mapping and Modding
Topic: Need Help to shorten and Improve LUA Script
Replies: 8
Views: 3181

Re: Need Help to shorten and Improve LUA Script

another Rroblem i encounter when i try to shorten my Script is: when i try to shorten fact = p2.GetActorsByType("fact") pyle = p2.GetActorsByType("pyle") hand = p2.GetActorsByType("hand") afld = p2.GetActorsByType("afld") weap = p2.GetActorsByType("weap") hpad = p2.GetActorsByType("hpad") to buildi...
by Materianer
Fri Jul 26, 2019 10:34 am
Forum: Mapping and Modding
Topic: possible traits of sequences yaml files
Replies: 6
Views: 2047

Re: possible traits of sequences yaml files

Thats the reason why the dinos leave a husk dino.dead in my map.

https://resource.openra.net/maps/31622/
by Materianer
Sun Jul 21, 2019 11:29 am
Forum: Mapping and Modding
Topic: OpenRA C&C Red Alert 1 Survival Horror Map Purgatory
Replies: 5
Views: 2437

Re: OpenRA C&C Red Alert 1 Survival Horror Map Purgatory

Materianer you are an evil person haha.. Thx hehe Have you got any tips for us? If you watched my video above you probably saw how much we struggled lol. Yes defend your base with evrey single unit, dont attack the eggs if you just think its a good time now for that. The counterattack from monsters...
by Materianer
Mon Jul 08, 2019 10:09 am
Forum: General Discussion
Topic: Capture the flag mode
Replies: 11
Views: 2801

Re: Capture the flag mode

First bit of quick feed back Locking player colours is a bad plan. What is preventing the flag matching the owners colour when being carried away? The problem is that i had troubles to make this map work and had to go a rather hacky way. The flag is in fact no more existent when its taken from a un...
by Materianer
Sat Jul 06, 2019 7:56 pm
Forum: Mapping and Modding
Topic: OpenRA C&C Red Alert 1 Survival Horror Map Purgatory
Replies: 5
Views: 2437

Re: OpenRA C&C Red Alert 1 Survival Horror Map Purgatory

I've just updated the map for the latest release if your interested in:

https://resource.openra.net/maps/31977/
by Materianer
Tue Jul 02, 2019 11:47 pm
Forum: Mapping and Modding
Topic: TD Navy Mod-Maps
Replies: 7
Views: 5649

Re: TD Navy Mod-Maps

Printer wrote:
Tue Jul 02, 2019 9:52 pm
Edit: I read the post clearer, so a landing craft captures it. Interesting.
Thats true, in older versions you had to load the transporter with an engie if i remember correctly.
by Materianer
Sat Jun 29, 2019 10:29 pm
Forum: General Discussion
Topic: Capture the flag mode
Replies: 11
Views: 2801

Re: Capture the flag mode

Okay i have done some more work on this ... Great work so far though! I love it! thx not being able to redeploy the mcv doesn't work in my mind. You should be able to dump the mcv, move it later allowing the flag to stay in place. Fixed The flag colour when being carried by enemy is problem as in te...
by Materianer
Sun Jun 16, 2019 1:18 am
Forum: General Discussion
Topic: Capture the flag mode
Replies: 11
Views: 2801

Re: Capture the flag mode

I worked on this capture the flag thing the last few days and got something playable now in my hands. I tryed to adapt the gamestyle as close as possible to the original mode. I'm not sure if it was possible to chrono the flagholding unit in original but i disabled it for my maps, of course the iron...
by Materianer
Sun Jun 09, 2019 7:23 am
Forum: General Discussion
Topic: Capture the flag mode
Replies: 11
Views: 2801

Re: Capture the flag mode

The ctf was native to ra. You mcv spawned with a flag next to it. I hardly remember this one at best you tell a bit about it. The other player had to steal the map then and bring it to its own base? How did you steal the flag? step next to it, destroy the base or shoot it? Usually such things can b...
by Materianer
Fri Jun 07, 2019 6:57 pm
Forum: Mapping and Modding
Topic: Issues creating attack waves when named actor's are destroyed
Replies: 6
Views: 1645

Re: Issues creating attack waves when named actor's are destroyed

Hmm the problem you have is that if the specified building actor is destroyed the production will stop if i understood you right. You can try to give the rebuild actor the name of the old specified actor. in the BuildBuilding function you rebuild it that way right now local actor = Actor.Create(buil...