Search found 275 matches

by Graion Dilach
Mon Sep 25, 2017 5:59 pm
Forum: Mapping and Modding
Topic: OpenRA Tilesets
Replies: 15
Views: 13257

abcdefg30 wrote: Btw, there's also a TMP Editor within the XCC Utilites, but I didn't have any luck with it either.
The TMP Editor is for TMP(TS) files.
by Graion Dilach
Mon Sep 25, 2017 4:34 pm
Forum: Mapping and Modding
Topic: OpenRA Tilesets
Replies: 15
Views: 13257

Re: OpenRA Tilesets

Then let me answer the first three points. 1) .sno, .des, .tem etc. files have the same structure as shp files, but they were given different extension to link them to corresponding snow, desert, etc. tilesets and palettes. Is this correct? 2) If the previous is true, how come I can't open most of ....
by Graion Dilach
Fri Aug 11, 2017 3:01 am
Forum: General Discussion
Topic: Playtest Review Thread
Replies: 120
Views: 81738

I also stayed out of the discussion here because I am actually fed up with OpenRA development direction by now and the constant bias against me I'm receiving from pchote (I decided that I will never submit/review a PR ever again because this already) nor I ever was an active player, but there are a ...
by Graion Dilach
Tue Jun 13, 2017 4:45 pm
Forum: General Discussion
Topic: Omnom's Experimental Balance Changes
Replies: 39
Views: 45222

Re: Omnom's Experimental Balance Changes

-Missile sub [...] AttackFrontal changed to AttackOmni. I'm gonna ignore your bolded request because of this. Use AttackTurreted with a dummy turret instead. Refer to the Tesla Tank for an example setup. Atleast last time I had this setup, the unit didn't moved in range when it was told to attack a...
by Graion Dilach
Mon Jun 05, 2017 9:41 am
Forum: Mapping and Modding
Topic: Conditions Question
Replies: 10
Views: 2976

Ahyeah, now I can see the problems. Armament@Primary != Armament@PRIMARY - you basically allow the default M1Carbine be shot along with that setup. The lint errors are because you added the ExternalCondition trait (which should have an @ID suffix for clarity IMO) to ^Infantry, but the consumers are ...
by Graion Dilach
Sun Jun 04, 2017 9:23 pm
Forum: Mapping and Modding
Topic: Conditions Question
Replies: 10
Views: 2976

Ciould you point me towards the testmap? I don't see anything wrong with this as-is.
by Graion Dilach
Sun Jun 04, 2017 9:22 pm
Forum: Mapping and Modding
Topic: Playing around with speedmultiplier
Replies: 9
Views: 2756

The multipliers support multiple trait instances. LST: ->cargo: ->->LoadedCondition: Loaded is what's missing from what I'd guess. The game doesn't know what the "Loaded" condition would be otherwise. If I'm correct that will fix the OP setup. The other setup - condition expressions doesn't support ...
by Graion Dilach
Mon May 29, 2017 9:38 am
Forum: General Discussion
Topic: logo
Replies: 61
Views: 31637

OpenRedAlert isn't OpenRA.
by Graion Dilach
Wed May 10, 2017 9:28 pm
Forum: General Discussion
Topic: Adding upgrade mechanics to RA
Replies: 8
Views: 2111

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: 5692

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: 2976

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: 2739

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: 2739

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: 1466

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: 1732

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...