Search found 662 matches
- Wed Feb 28, 2024 12:04 am
- Forum: Mapping and Modding
- Topic: making the nuke weapon purchasable
- Replies: 5
- Views: 13563
Re: making the nuke weapon purchasable
OnAddedToWorld takes a reference to an already existing actor. The easiest option would probably to check in the Tick function if Map.ActorsInWorld has any actor with type "CAMERA.nuke". (But can lead to worse performance, you'll have to try it.) Alternatively you'd need to define a cell trigger ove...
- Mon Feb 26, 2024 9:27 am
- Forum: General Discussion
- Topic: Multiplayer mode does not work. incompatible version
- Replies: 1
- Views: 3460
Re: Multiplayer mode does not work. incompatible version
Are you sure you are not accidentally starting an older version that was installed before? The version is visible in the top right beneath the logo in the main menu, so you can check there if the versions are the same. I would try completely uninstalling from both PCs and then reinstalling.
- Wed Feb 21, 2024 12:28 pm
- Forum: Mapping and Modding
- Topic: making the nuke weapon purchasable
- Replies: 5
- Views: 13563
Re: making the nuke weapon purchasable
Hi, one option could be using an ion cannon power with a dummy actor that is purchasable as you already implemented and then target the dummy actor's location by using "ActivateNukePower" via Lua: https://docs.openra.net/en/release/lua/#support-powers It is possible but will need some fiddling around.
- Sun Feb 04, 2024 9:06 pm
- Forum: General Discussion
- Topic: Sometimes in big maps gamplay gets temporary fps drops making it unplayable
- Replies: 8
- Views: 19815
Re: Sometimes in big maps gamplay gets temporary fps drops making it unplayable
There is a milestone of items to be completed before a new release: https://github.com/OpenRA/OpenRA/milestone/35 That is only an indicator though, ideally all items are completed but the milestone might still be changed, it also highly depends on how many people of the dev team have enough spare ti...
- Sat Jan 27, 2024 11:29 pm
- Forum: Mapping and Modding
- Topic: How to resolve "This map is not compatible with this version of OpenRA"?
- Replies: 3
- Views: 12923
Re: How to resolve "This map is not compatible with this version of OpenRA"?
"debug.log" in the logs directory might contain a hint when the map fails to load. Alternatively use the utility shipped with the game to check the maps for lint errors, using the "--check-yaml" command: https://github.com/OpenRA/OpenRA/wiki/Utility
- Sat Jan 27, 2024 11:26 pm
- Forum: General Discussion
- Topic: Sometimes in big maps gamplay gets temporary fps drops making it unplayable
- Replies: 8
- Views: 19815
Re: Sometimes in big maps gamplay gets temporary fps drops making it unplayable
The AI has trouble managing a large amount of units that cannot move, e.g. when there are walls or cliffs/bridges. The next release will contain some fixes to mitigate this problem, so it hopefully will not be as bad.
- Sun Jan 21, 2024 4:08 pm
- Forum: General Discussion
- Topic: Where does the base data go when doanloaded on a Mac?
- Replies: 2
- Views: 4718
Re: Where does the base data go when doanloaded on a Mac?
Hi, the files are located at "~/Library/Application Support/OpenRA/Content/".
- Fri Jan 12, 2024 2:30 pm
- Forum: Mapping and Modding
- Topic: Map for 16 Players
- Replies: 1
- Views: 44079
Re: Map for 16 Players
Hi. Seems like you unfortunately only have the option to create new maps or update an old map to a newer version. As for updating you have two options: Either re-upload the map to your own resource center account and use the "Update Map" button after uploading, or use the Utility shipped with the ga...
- Sat Jan 06, 2024 5:45 pm
- Forum: General Discussion
- Topic: MacOS install
- Replies: 9
- Views: 111467
Re: MacOS install
Crossplay only works with the OpenRA version of TD. You can't play together with players using the original games or C&C Remastered from Steam/Origin.
- Mon Jan 01, 2024 11:23 pm
- Forum: General Discussion
- Topic: Ajax_Frog the ffa cheater
- Replies: 8
- Views: 36786
- Thu Dec 28, 2023 2:44 pm
- Forum: General Discussion
- Topic: OpenRA network traffic analysis/behavior
- Replies: 4
- Views: 54302
Re: OpenRA network traffic analysis/behavior
If you are observing network traffic this might be due to net ticks being only every third tick: https://github.com/OpenRA/OpenRA/blob/d ... on.cs#L221
- Sat Dec 16, 2023 7:39 pm
- Forum: General Discussion
- Topic: OpenRA network traffic analysis/behavior
- Replies: 4
- Views: 54302
Re: OpenRA network traffic analysis/behavior
Hi. OpenRA indeed uses TCP. We don't really have any documentation on our networking model, so I fear that information can only be obtained by tracing or looking at the source code, like https://github.com/OpenRA/OpenRA/blob/b ... on.cs#L142 .
- Sat Dec 16, 2023 7:32 pm
- Forum: Mapping and Modding
- Topic: Adding and modifying structure graphics etc
- Replies: 3
- Views: 31283
Re: Adding and modifying structure graphics etc
Sorry for the late response. We don't really have extensive documentation on modding. If you want to start with it I suggest looking at https://github.com/OpenRA/OpenRAModSDK/wiki/Getting-Started . The only Youtube Video Series about modding I am aware of is https://youtube.com/playlist?list=PL5zrmn...
- Sat Dec 09, 2023 3:38 pm
- Forum: General Discussion
- Topic: Hello World!
- Replies: 1
- Views: 22259
Re: Hello World!
Hi and welcome! 
I suggest looking at https://github.com/OpenRA/OpenRAModSDK/ ... ng-Started if you want to get started with developing your own mod.

I suggest looking at https://github.com/OpenRA/OpenRAModSDK/ ... ng-Started if you want to get started with developing your own mod.
- Sat Nov 04, 2023 8:12 pm
- Forum: Mapping and Modding
- Topic: Adding and modifying structure graphics etc
- Replies: 3
- Views: 31283
Re: Adding and modifying structure graphics etc
Hi. Unfortunately there is no such GUI editor. The closest we have is the Assets Browser (which you can find in the "Extras" tab in the main menu) to view assets. To edit graphics you will want to extract the original files from the .mix files inside the Content folder by either using XCC Mixer or t...