Search found 334 matches

by abcdefg30
Mon Jul 30, 2018 5:17 pm
Forum: General Discussion
Topic: Where do all the old maps go?
Replies: 6
Views: 679

Re: Where do all the old maps go?

Kind of weird the map isn't on the resource center, though.
by abcdefg30
Mon Jul 30, 2018 7:59 am
Forum: General Discussion
Topic: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS
Replies: 31
Views: 4401

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Luftwaffe wrote:
Mon Jul 30, 2018 4:13 am
[...] and Debug Menu removed or those cheats completely re-done to make it usable. Right now it is not really fun or usable.
The Debug Menu is meant for testing and developing (coding, mapping, modding), not for playing anyway. ;)
by abcdefg30
Thu Jul 26, 2018 11:03 am
Forum: Mapping and Modding
Topic: Transform units
Replies: 10
Views: 1033

Re: Transform units

Try adding "Interactable:" to "transformedunit1" and "transformedunit2" (like Mustapha suggested, probably a misunderstanding here).
by abcdefg30
Mon Jul 23, 2018 4:38 pm
Forum: Mapping and Modding
Topic: Make tank shoot at inf with mg
Replies: 11
Views: 1036

Re: Make tank shoot at inf with mg

EDIT: Cannon only on structures and vehicles works, but at inf it still shoots with both. Hm. I'm using ValidTargets and InvalidTargets.. the latter doesn't seem to work? Do you mind sharing your yaml here as well? Maybe those examples are helpful: The 120mm cannons of mammoth tanks don't shoot inf...
by abcdefg30
Mon Jul 23, 2018 1:48 pm
Forum: Mapping and Modding
Topic: Make tank shoot at inf with mg
Replies: 11
Views: 1036

Re: Make tank shoot at inf with mg

"Vehicles: vehicles.yaml" won't work, the game doesn't expect a "Vehicles" category. Try putting those changes in the "Rules" section,
i.e. "Rules: vehicles.yaml" (in case you haven't defined other rules yet).
by abcdefg30
Sun Jul 08, 2018 8:05 pm
Forum: General Discussion
Topic: Let's talk about AA Guns
Replies: 16
Views: 2119

Re: Let's talk about AA Guns

I removed comments derailing the topic and replies to it (which wouldn't make sense alone). Please keep the discussion civil and on-topic.
by abcdefg30
Wed Jun 20, 2018 6:00 pm
Forum: General Discussion
Topic: 2018 RA Balance
Replies: 104
Views: 11531

Re: 2018 RA Balance

Removing the hijacker now does not ban the unit's assets forever from the game. If this motivates people to work on new concepts (there are already some nice new ideas in this thread) and the necessary code to reintroduce the unit (or fix the broken behaviour), then it's totally worth it IMO. Sorry...
by abcdefg30
Mon Jun 18, 2018 12:19 pm
Forum: General Discussion
Topic: 2018 RA Balance
Replies: 104
Views: 11531

Re: 2018 RA Balance

eskimo wrote:
Mon Jun 18, 2018 11:28 am
However, i don't personally care for any of that but thought i'd highlight it. Really i just dislike the idea of removing a unit (hijacker), that has proven to offer entertaining games and isn't a game breaking bug.
Agreed. :+1:
by abcdefg30
Fri Jun 15, 2018 2:56 pm
Forum: General Discussion
Topic: Official map bug
Replies: 2
Views: 472

Re: Official map bug

Thanks for the report. I think this is what OpenRA/OpenRA#14909 fixed.
by abcdefg30
Sat Jun 02, 2018 9:40 am
Forum: General Discussion
Topic: Maybe I'm just stupid.....
Replies: 3
Views: 529

Re: Maybe I'm just stupid.....

Are you looking for this? ^^
Image
by abcdefg30
Thu May 31, 2018 5:18 pm
Forum: General Discussion
Topic: OpenRA Fatal Error
Replies: 3
Views: 478

Re: OpenRA Fatal Error

What is the content of the latest exception.log? (You can open it using a text editor.)
by abcdefg30
Thu May 31, 2018 1:59 pm
Forum: General Discussion
Topic: OpenRA Fatal Error
Replies: 3
Views: 478

Re: OpenRA Fatal Error

What does exception.log say? (Logs folder is at "My Documents\OpenRA\Logs")
by abcdefg30
Mon Mar 19, 2018 2:25 pm
Forum: Mapping and Modding
Topic: sequence combine
Replies: 5
Views: 686

Sounds like you rather want to use "Frames:" instead of "Combine:". Iirc combine is used when you need to combine different sprites together in one sequence. You only want to take certain frames from one sprite however as far as I understood. (I have to admit though that I'm not sure how well "Frame...
by abcdefg30
Fri Mar 09, 2018 4:32 pm
Forum: Mapping and Modding
Topic: “Creeper†Units that act like a standard skirmish bot?
Replies: 1
Views: 428

There is a "Bot" property on player references, so you could try doing something like:

Code: Select all

	PlayerReference@USSR:
		Name: USSR
		Faction: soviet
		Color: FE1100
		Bot: rush
		Enemies: Greece, England
by abcdefg30
Tue Mar 06, 2018 2:16 pm
Forum: Mapping and Modding
Topic: How to convert the shp TD unitcolors to RA?
Replies: 3
Views: 1180

Just some random guesses: Wrong indentation, missing space between the ":" and the value ("playerRA").