Search found 274 matches

by Graion Dilach
Fri Oct 07, 2016 8:10 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 614
Views: 130705

Is that in later games? Because In TS green tib still explodes, it just does one third of the damage. In TibSun, harvesters exploded based on the amount of money they stored. However only blue tiberium was explosive indeed (with chainreaction and all that), asin specific weapons could blow up the t...
by Graion Dilach
Sun Sep 25, 2016 10:46 pm
Forum: Mapping and Modding
Topic: [RA] Add 1-rank to paratroopers - map hack
Replies: 5
Views: 2420

Was tired, dammit, when I wrote that. 0 should have been null aka empty. >_> but it needs to be defined since the fallback would've been inherited and thereby would be barracks.infiltrated IIRC (Maybe it'd be more proper if it would require the appropriate techlevel prereq). It also have an InitialL...
by Graion Dilach
Sun Sep 25, 2016 6:51 pm
Forum: Mapping and Modding
Topic: [RA] Add 1-rank to paratroopers - map hack
Replies: 5
Views: 2420

Inherit a clone of E1, set RenderSprites to E1, override ProducibleWithLevel->Prerequsites to 0 on it and set paradrop to send the clone in, should do.
by Graion Dilach
Fri Sep 23, 2016 4:33 pm
Forum: General Discussion
Topic: If the devs implement mutators, what kind would you want?
Replies: 17
Views: 4454

I never expected https://github.com/OpenRA/OpenRA/issues/9422 getting a topic.
by Graion Dilach
Mon Sep 19, 2016 9:50 am
Forum: Mapping and Modding
Topic: Issues with OS SHP Builder OpenRA Utility
Replies: 1
Views: 1582

SHP Builder cannot handle spritesheets, and can only import frames - which is why it requires the filename 0000 syntax. Aka, first frame has 0000, second 0001 etc etc.. The sole way I'm aware a spritesheet can be converted to an SHP is to get XCC Mixer, set up it's directory to the OpenRA content di...
by Graion Dilach
Tue Sep 13, 2016 2:19 pm
Forum: Mapping and Modding
Topic: Upgrading maps older than Dec 2015
Replies: 1
Views: 1507

Upgrade rules are getting cleaned up between releases lately. So you first have to upgrade your map in the May release and only then you upgrade it with the playtest.

The splitting-map-rules option is optional.
by Graion Dilach
Sun Sep 04, 2016 11:19 am
Forum: Mapping and Modding
Topic: "Blood" traits
Replies: 1
Views: 1742

The idea is great, but a lot of the implementation details can be made better. So I went ahead and rewritten it to something much more OpenRA-compatible in https://github.com/GraionDilach/OpenRA.Mods.AS/commit/15438d51fda76178ceb77b151af8d45598476dcf sorry about that. Even without using the the prox...
by Graion Dilach
Sat Aug 27, 2016 10:59 pm
Forum: General Discussion
Topic: Combat analytics
Replies: 10
Views: 2802

I'd take a look to the diff, yes.
by Graion Dilach
Wed Aug 24, 2016 8:47 am
Forum: Mapping and Modding
Topic: Spy Hunt
Replies: 11
Views: 34256

MirageTD wrote: Also, I couldn't find a way to get the disguise sound working. I imagine it's possible since it was in RA2, which should mean that it is or will be a feature in OpenRA as well, but there doesn't seem to be any info pertaining to that.
Will be. Thank you for the reminder.
by Graion Dilach
Sat Aug 13, 2016 1:02 pm
Forum: General Discussion
Topic: Original Cutscenes in camapiagn
Replies: 2
Views: 1133

Yes, it is possible, albeit only manually in this release. From next release onwards though, the mod selection window will have a content manager requiring anyone to just provide the installation source.
by Graion Dilach
Wed Aug 10, 2016 11:36 am
Forum: General Discussion
Topic: Bug: mammoth tank randomly gets its full health restored
Replies: 4
Views: 1309

SoScared wrote: I didn't know heal crates affected all units on the map.
It's hardcoded to work like that.
by Graion Dilach
Thu Aug 04, 2016 3:30 pm
Forum: General Discussion
Topic: Deactivating some global sounds ?(Minelayers, medics, mecha)
Replies: 10
Views: 2141

Neither of the sounds the topic brought up are global sounds, but the whole discussion is related to https://github.com/OpenRA/OpenRA/issues/9487.

TLDR: the sound distance code is bogus and it probably would make more sense to mute sounds under FoW instead.
by Graion Dilach
Thu Jul 28, 2016 3:21 pm
Forum: Mapping and Modding
Topic: WWI Mod [0.21A]
Replies: 63
Views: 28200

Yeah, tbh until the vid I was completely unaware you have such. Looks promising, regardless.
by Graion Dilach
Wed Jul 27, 2016 2:48 pm
Forum: Mapping and Modding
Topic: WWI Mod [0.21A]
Replies: 63
Views: 28200

Good work. I like the miner system - although I have no idea how you pulled that one off.
by Graion Dilach
Sun Jul 24, 2016 8:47 pm
Forum: Mapping and Modding
Topic: Adding Custom building to map
Replies: 5
Views: 2548

Sequences-World is wrong and should be removed.

You need to add a PlayerColorPalette to Ruleset-World as well, then use RenderSprites-PlayerPalette instead of Palette.

Also see http://www.sleipnirstuff.com/forum/view ... 304#297304 - the last post here before yours. >_>