Search found 414 matches

by abcdefg30
Thu Aug 13, 2015 8:43 pm
Forum: Mapping and Modding
Topic: Grant multiple prerequisites?
Replies: 4
Views: 2066

Re: Grant multiple prerequisites?

Is it possible to make a building provide multiple prerequisites? You can use ProvidesPrerequisite@one: Prerequisite: one ProvidesPrerequisite@two: Prerequisite: two ... Specifically I'm trying to make it so that the construction yard grants a prerequisite to the GDI race and another to the Nod rac...
by abcdefg30
Mon Aug 10, 2015 4:28 pm
Forum: Mapping and Modding
Topic: Help, Exception of type `System.Exception`:
Replies: 13
Views: 5328

thx, going off what you said i put the actual file path to it mac osx this is what i did: mono /Applications/Gaming/OpenRA0612.app/Contents/Resources/OpenRA.Utility.exe ra --check-yaml /Users/Raymond/Library/Application Support/OpenRA/maps/ra/radioactive.oramap Try just mono /Applications/Gaming/Op...
by abcdefg30
Wed Aug 05, 2015 9:13 pm
Forum: Mapping and Modding
Topic: Getting started in Modding for Command and Conquer games.
Replies: 6
Views: 2587

Hi nt,

welcome to openra. :)

You can watch the development process and access the source code/yaml of the default mods on the github repository:
https://github.com/OpenRA/OpenRA

If you want to mod, you probably also want to have a look at the wiki pages:
https://github.com/OpenRA/OpenRA/wiki
by abcdefg30
Tue Aug 04, 2015 9:26 am
Forum: Mapping and Modding
Topic: Ant Units (Update: map added "Radioactive Forest")
Replies: 8
Views: 3537

You probably want "RenderSprites:" instead of "RenderUnit:" on "TANT" and "QANT".
("^Infantry" uses "RenderSprites:". If you define "RenderUnit:" on an actor that inherits "^Infantry", you have two Render traits, which causes this crash.)
by abcdefg30
Tue Aug 04, 2015 9:20 am
Forum: Mapping and Modding
Topic: Custom building
Replies: 9
Views: 4019

Having it as prereq alone wouldn't solve the possibility of production. Without using BuildAtProductionType, having both a barracks and an ant hive would let ants being trained from barracks and regular infantry trained from the ant hive which I think raymundo doesn't want. That falls under Product...
by abcdefg30
Mon Aug 03, 2015 11:31 pm
Forum: Mapping and Modding
Topic: Custom building
Replies: 9
Views: 4019

Production: Produces: Infantry ^Wouldn't this allow the building to also build regular infantry? Only if you also have barracks captured. That will still let the ant to be produced from the barracks. But this reminded me that the answer is even more straightforward - dogs are the perfect example. A...
by abcdefg30
Mon Aug 03, 2015 2:43 pm
Forum: Mapping and Modding
Topic: Custom building
Replies: 9
Views: 4019

You could try something like: FactAnt: Inherits: ^Building Valued: Cost: 2000 Tooltip: Name: Factory ant Description: Produces ants Health: HP: 120 Armor: Type: Light RevealsShroud: Range: 12c0 RenderBuilding: Image: ant Sequence: stand Selectable: Bounds: 36,28,0,0 Voiced: VoiceSet: AntVoice Buildi...
by abcdefg30
Tue Jul 28, 2015 3:49 pm
Forum: Mapping and Modding
Topic: Map Yaml Help
Replies: 6
Views: 2565

Seems like you fixed a bunch of errors, gj. :) But the utility still complains and I think that is the issue behind the crash you mentioned. OpenRA.Utility(1,1): Warning: Sprite image mig.ukraine from actor mig.ukraine has no sequence definition. OpenRA.Utility(1,1): Warning: Sprite ...
by abcdefg30
Mon Jul 27, 2015 8:42 pm
Forum: Mapping and Modding
Topic: Map Yaml Help
Replies: 6
Views: 2565

Looks like "Inherits: ^MIG" on "MIG.Ukraine" is bogus. Try "Inherits: MIG" instead. Also: Your weapon definition is not correct. You have Armament: Weapon: MaverickUkraine LocalOffset: 0,-640,0, 0,640,0 LocalYaw: -40, 24 but try Armament: Weapon: MaverickUkraine LocalOffset: 0,-640,0, 0,640,0 LocalY...
by abcdefg30
Sun Jul 05, 2015 9:12 am
Forum: Mapping and Modding
Topic: Is it possible to give a minelayer a weapon that can fire?
Replies: 6
Views: 4304

Or just remove "MuzzleSequence: muzzle" (from "Armament") and "WithMuzzleFlash".
by abcdefg30
Thu Jul 02, 2015 5:55 pm
Forum: Mapping and Modding
Topic: Is it possible to give a minelayer a weapon that can fire?
Replies: 6
Views: 4304

You are probably missing a muzzle sequence then.

Could you paste your code / crash report, please?
by abcdefg30
Fri Jun 19, 2015 6:15 pm
Forum: General Discussion
Topic: The "Enemy detected" alert sound
Replies: 21
Views: 5245

We actually removed the announcements from all red alert missions: #8352 :P
by abcdefg30
Thu May 28, 2015 1:05 am
Forum: General Discussion
Topic: Need help on the Open RA built in map editor
Replies: 7
Views: 2286

Missingno50 wrote: Seriously they're not used ANYWHERE that I can find
You can build them if you capture a "Biological Lab".
by abcdefg30
Tue May 26, 2015 4:15 pm
Forum: General Discussion
Topic: Actors: multi0, multi1, multi2 etc.
Replies: 26
Views: 6913

Add this in the rules section:

Code: Select all

IRON:
	GrantUpgradePower@IRONCURTAIN:
		ChargeTime: 45
by abcdefg30
Sat May 23, 2015 1:20 pm
Forum: General Discussion
Topic: Most awkward / funny moments
Replies: 9
Views: 2812

JOo wrote: lol ... abcdefg30 .... you didnt even take the screenshot , i am (was) methboy ... and i made the screenshot with fraps (i have the screenshot-key on "+")
Heh, sry. I just posted this link that was lying around somewhere.
(I also didn't say that this is my screeny :p)