Search found 662 matches
- Wed Aug 21, 2019 10:37 am
- Forum: Mapping and Modding
- Topic: Part 2 of my "First time modding OpenRA." topic.
- Replies: 2
- Views: 3624
Re: Part 2 of my "First time modding OpenRA." topic.
I think you'll have to add "MoveIntoShroud: false" to the "Aircraft" trait to prevent them from moving into shroud. If you have trouble with the carryall setup I would recommend looking how our TS mod defines it (you can view the yaml files here https://github.com/OpenRA/OpenRA/tree/bleed/mods/ts/ru...
- Tue Aug 20, 2019 8:11 pm
- Forum: Mapping and Modding
- Topic: First time modding OpenRA.
- Replies: 2
- Views: 3649
Re: First time modding OpenRA.
For some reason I can't open the attached archive. My guess would be that you need to remove the "AutoCarryable" trait from "^Vehicles" (the default that all vehicles inherit). Something like the following should work:
Code: Select all
^Vehicle:
-AutoCarryable:
- Thu Aug 08, 2019 2:58 pm
- Forum: General Discussion
- Topic: Summer-2019 pre-playtest preview
- Replies: 19
- Views: 27465
Re: Summer-2019 pre-playtest preview
Thanks for the reports! Two PRs were filed that hopefully fix those bugs for the next version.
- Tue Aug 06, 2019 8:07 pm
- Forum: Competitions and Events
- Topic: I Wanna know Is there a way to "Donate" the Project ?
- Replies: 1
- Views: 4840
Re: I Wanna know Is there a way to "Donate" the Project ?
You can see a quick overview at https://github.com/OpenRA/OpenRA/wiki/Donating.
- Sun Aug 04, 2019 1:55 pm
- Forum: General Discussion
- Topic: Vision range for units (fog of war, shroud)
- Replies: 7
- Views: 1998006
- Wed Jul 24, 2019 9:32 pm
- Forum: Mapping and Modding
- Topic: possible traits of sequences yaml files
- Replies: 6
- Views: 15345
Re: possible traits of sequences yaml files
Yes, afaik you can't scale the death animation down without editing the artwork like you and graion mentioned.
- Sun Jul 14, 2019 5:21 pm
- Forum: General Discussion
- Topic: Back to the roots
- Replies: 12
- Views: 45237
Re: Back to the roots
Don't worry, it was already wrong in GDs post. ^^
- Sun Jul 14, 2019 3:25 pm
- Forum: General Discussion
- Topic: Back to the roots
- Replies: 12
- Views: 45237
Re: Back to the roots
No, that is not possible in RA.
- Sat Jun 15, 2019 7:46 am
- Forum: Mapping and Modding
- Topic: RA+ Mod thread
- Replies: 15
- Views: 26598
Re: RA+ Mod thread
Just a side note: Dropping mods into another OpenRA install is discouraged, as the mod will break once default OpenRA is updated. In case you want your mod to be standalone you should have a look at https://github.com/OpenRA/OpenRAModSDK.
- Sun Jun 09, 2019 10:48 pm
- Forum: Mapping and Modding
- Topic: Issues creating attack waves when named actor's are destroyed
- Replies: 6
- Views: 16056
Re: Issues creating attack waves when named actor's are destroyed
I guess you might need to set "NODAttackWave2.barracks" to the new actor as well, i.e. "NODAttackWave1.barracks = NODHand2". Did you disable the IsDead checks? Because I don't see how it would crash otherwise.
- Sun Jun 09, 2019 12:27 pm
- Forum: Mapping and Modding
- Topic: Issues creating attack waves when named actor's are destroyed
- Replies: 6
- Views: 16056
Re: Issues creating attack waves when named actor's are destroyed
NODHand2 = Actor.Create(building.type, true, { Owner = enemy, Location = building.pos })
the actor names are global, not local variables, so above should overwrite it.
the actor names are global, not local variables, so above should overwrite it.
- Wed Jun 05, 2019 11:26 am
- Forum: Mapping and Modding
- Topic: LUA Script File - Help Requested
- Replies: 2
- Views: 3566
Re: LUA Script File - Help Requested
The problem is in the following part: BuildFromFactory = function(factory, units, action) --Declare factory build function if factory.IsDead or factory.Owner ~= enemy then return end if not factory.Build(units, action) then Trigger.AfterDelay(DateTime.Seconds(2), function() Build(factory, units, act...
- Fri May 24, 2019 9:02 am
- Forum: Mapping and Modding
- Topic: Multiple questions about scripting(and a few about rules.yaml)
- Replies: 4
- Views: 8672
Re: Multiple questions about scripting(and a few about rules.yaml)
You should probably start by looking at https://github.com/OpenRA/OpenRA/wiki/Lua-API and our existing missions.
- Wed May 22, 2019 8:40 am
- Forum: General Discussion
- Topic: Super Weapon Anomoly
- Replies: 3
- Views: 5551
Re: Super Weapon Anomoly
I suppose you are referring to the Chrono Vortex. This hasn't been implemented yet: OpenRA/OpenRA#9778
- Sat May 18, 2019 2:05 pm
- Forum: General Discussion
- Topic: Formation functionality
- Replies: 6
- Views: 7263
Re: Formation functionality
It was never added, we still have an open issue for it: OpenRA/OpenRA#3880