Search found 662 matches

by abcdefg30
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...
by abcdefg30
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:
by abcdefg30
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.
by abcdefg30
Sun Aug 04, 2019 1:55 pm
Forum: General Discussion
Topic: Vision range for units (fog of war, shroud)
Replies: 7
Views: 1998006

Re: Vision range for units (fog of war, shroud)

Thewreck wrote:
Sun Aug 04, 2019 9:16 am
[...] the second felt like units could not target enemies while moving between cells.
That is actually true (for most units at least, turrets are a bit different for example). Infantry need to finish moving before they can start attacking.
by abcdefg30
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.
by abcdefg30
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. ^^
by abcdefg30
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.
by abcdefg30
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.
by abcdefg30
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.
by abcdefg30
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.
by abcdefg30
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...
by abcdefg30
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
by abcdefg30
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