Search found 252 matches

by Graion Dilach
Wed May 10, 2017 9:28 pm
Forum: General Discussion
Topic: Adding upgrade mechanics to RA
Replies: 8
Views: 1637

You can also do what MustaphaTR is doing - picking up C# just enough to learn how to shift traits to be conditional and then send in patches for exactly that. Also, even your logic is wrong. For example Attack* traits have the RequiresCondition, so you'd assume they could be upgradable, but having t...
by Graion Dilach
Tue May 09, 2017 6:43 am
Forum: General Discussion
Topic: Why do units automatically shoot at an enemy oil derrick?
Replies: 20
Views: 4669

OpenRA as an engine doesn't have support for target priorities at the moment. Autotargeting will try to use the first weapon's setups with the closest available target - see also https://github.com/OpenRA/OpenRA/issues/10625. OpenRA as an engine could entirely mimic RA2's setup however (where all no...
by Graion Dilach
Sun May 07, 2017 12:18 pm
Forum: Mapping and Modding
Topic: Conditions Question
Replies: 10
Views: 2374

Speeds directly aren't conditionable like that due to being part of Mobile, but SpeedMultiplier is a way to go. Assuming you set default speed to 75, you can then add a SpeedMultiplier@deployed: ->RequiresCondition: block ->Modifier: 53 # 0.53*75 is 39.75, close enough. block for such an effect. Min...
by Graion Dilach
Fri May 05, 2017 5:38 pm
Forum: General Discussion
Topic: Red Alert 2
Replies: 7
Views: 2272

Please don't even bother with the "features" units or anything whatsoever from Yuri's Revenge. Yuri's revenge added in a bunch of lame stuff that completely unbalanced the game. Those "bunch of lame features" are what made Yuri's Revenge among the most modded C&C game, with the modding scene still ...
by Graion Dilach
Fri May 05, 2017 2:49 pm
Forum: General Discussion
Topic: Red Alert 2
Replies: 7
Views: 2272

What I can add is that by the time TS will be available, the engine will also be closely capable of handling RA2 - most of the RA2 (and YR) features were crappy alterations of TS ones (Ion Storms to weapon storms, Ion Cannon to Genetic Mutator, bouncing to shrapnel). The main issue of RA2 is that it...
by Graion Dilach
Thu May 04, 2017 2:52 pm
Forum: Mapping and Modding
Topic: [TD] GunBoat turret problem, i need help to fix it
Replies: 2
Views: 1194

You sure that ship is rendered in the right angle/camera setup? Because it doesn't really look like that to me. Which actually can cause the problems thenafter.

Come to think of it, that artwork seems made for isometric POV.
by Graion Dilach
Tue May 02, 2017 6:20 am
Forum: Mapping and Modding
Topic: Identifier Suffix @ How does this work?
Replies: 3
Views: 1410

Looking at the trait list: HiddenUnderFog does not support suffix or conditions by default. I'm fairly novice at this - and perhaps someone more experienced has a method for doing this - but I think without modifying the trait, the closest you could do is have air units visible at all times through...
by Graion Dilach
Mon Apr 17, 2017 1:17 pm
Forum: General Discussion
Topic: Original Ra - Open Ra - Competitive Ra
Replies: 18
Views: 5136

To the OP: Classic devs have gave up on balancing, since most of the people are casuals and only see things from the casual POV. As for what I personally think: at this stage, the default OpenRA mods should be competetive-oriented. Original RA or TD will never be achieved, anyone who believes in tha...
by Graion Dilach
Mon Feb 13, 2017 10:40 pm
Forum: Mapping and Modding
Topic: Installing ora mods using linux for former windows user
Replies: 5
Views: 1979

Ehhhhhhhhhhh, that's definitely wrong. go to home/username/.openra/mods and drop the mod there. You don't need sudo then. .openra is hidden however, but you'll need that folder anyway for the replays/screenshots and whatnot. In any case, I tend to keep my OpenRA folders under home in all cases thoug...
by Graion Dilach
Sat Feb 11, 2017 3:45 pm
Forum: Mapping and Modding
Topic: Crash from duplicate superpower
Replies: 5
Views: 1333

That crash has nothing to do with GPS I think, but moreso that your tech center clone ended up with two RevealsShroud traits, whose support is only added after the release.
by Graion Dilach
Fri Feb 10, 2017 7:28 am
Forum: Mapping and Modding
Topic: RA units to TD
Replies: 6
Views: 2809

Eh, just use LeavesTrails with UpgradeOnDamageState/GrantConditionOnDamageState instead of that trait. That trait looks bogus and smells redundant legacy.
by Graion Dilach
Thu Feb 09, 2017 6:41 am
Forum: General Discussion
Topic: Should the auto-kick be faster?
Replies: 4
Views: 895

Yeah, decrease the timer if you want gen2 mods unplayable on multiplayer! Without https://github.com/OpenRA/OpenRA/issues/11420 getting a fix, decreasing the kick window would trigger a lot of the gen2 MP mod testing sporadic with different PCs with players dropping on game start unrelated to any ac...
by Graion Dilach
Sun Jan 22, 2017 1:17 am
Forum: General Discussion
Topic: Music Files
Replies: 10
Views: 2639

You need to merge the two mod's music playlist together asin audio/music.yamls, then add the actual songs from one mod to the other. You need to take scores.mix from C&C, copy it to the RA assets folders with a new name and list that new name in RA's mod.yaml list.
by Graion Dilach
Sun Jan 15, 2017 6:37 pm
Forum: Mapping and Modding
Topic: Engineer Husk Salvage
Replies: 5
Views: 1571

You're wrong - it uses AttackTurreted with an invisible turret, see https://github.com/OpenRA/OpenRA/pull/9 ... f-44858120 why. You can check it in your yamls even.
by Graion Dilach
Sun Jan 15, 2017 1:26 pm
Forum: Mapping and Modding
Topic: Engineer Husk Salvage
Replies: 5
Views: 1571

Nah, it's completely possible to do this without engine changes - it's just a bit complex though. Give Engineers a weapon which can target and destroy these husks only with a custom damagetype. Add a SpawnActorOnDeath to all husks with an OwnerType of Killer using this engineer-weapon-only damagetyp...