Search found 277 matches
- Fri Nov 22, 2019 10:51 pm
- Forum: Mapping and Modding
- Topic: How do add custom traits?
- Replies: 5
- Views: 5656
Re: How do add custom traits?
Custom traits need to be written in the C# programming language. You can't just write stuff there and assume them working. Based on the PMs we had a few days ago... while I am impressed you care about what --check-yaml outputs and you put effort into fixing those, I'm not sure if you're able to comp...
- Wed Nov 20, 2019 7:54 pm
- Forum: Mapping and Modding
- Topic: Mission Tutorial Guide
- Replies: 8
- Views: 5850
Re: Mission Tutorial Guide
In your own settings.yaml within My Documents/OpenRA (varies on OS though, your home/OpenRA folder on Linux).
- Sat Nov 16, 2019 9:06 pm
- Forum: Mapping and Modding
- Topic: ClassicProductionQueue Strange Phenomenon
- Replies: 8
- Views: 5971
Re: ClassicProductionQueue Strange Phenomenon
The fact that Nod is horribly offseted already implies to me that something is VERY wrong in the YAML coding there. Although bumping the game to playtest and to the new Observer UI might fix it altogether. I can even imagine with those weird offsets that the Allied/Soviet queues just run out of the ...
- Sat Nov 16, 2019 9:02 pm
- Forum: Mapping and Modding
- Topic: Animated Tiles/TileSet possible?
- Replies: 2
- Views: 2691
Re: Animated Tiles/TileSet possible?
The best idea I can think of which doesn't need coding tricks would be periodically detonating an ownerless weapon with Lua from the world actor and chaining the animation to it.
- Sat Nov 16, 2019 8:59 pm
- Forum: Mapping and Modding
- Topic: BotModule for DeliverCash & DeliverExperience in the future?
- Replies: 1
- Views: 2206
Re: BotModule for DeliverCash & DeliverExperience in the future?
You should use Lua for these cases. These two have little actual use anyway. I mean... if players don't rely on these stuff, why should the AI do?
- Thu Nov 07, 2019 5:41 pm
- Forum: Mapping and Modding
- Topic: Faction flag question
- Replies: 6
- Views: 6178
Re: Faction flag question
Another option is to duplicate the YAML units of this faction and set them up so they are necessary to be destroyed for winning the game (via the MustBeDestroyed trait).
- Thu Oct 31, 2019 7:20 pm
- Forum: Mapping and Modding
- Topic: ClassicProductionQueue Strange Phenomenon
- Replies: 8
- Views: 5971
Re: ClassicProductionQueue Strange Phenomenon
Haven't looked into the details, but this a bit like https://github.com/OpenRA/OpenRA/issues/9056.
- Sun Oct 20, 2019 12:51 pm
- Forum: Mapping and Modding
- Topic: Chaos Hero : Joint Strike
- Replies: 13
- Views: 13906
Re: [Mod] OpenSC
You use assets from Starcraft Remastered instead of the original. Wonderful.
Blizzard have already C&Dd mods which used stripped Starcraft voiceovers, well before the Activision era.
Wandering NoiseGenerator is actually correct for once.
Blizzard have already C&Dd mods which used stripped Starcraft voiceovers, well before the Activision era.
Wandering NoiseGenerator is actually correct for once.
- Sat Oct 19, 2019 3:21 pm
- Forum: Mapping and Modding
- Topic: Chaos Hero : Joint Strike
- Replies: 13
- Views: 13906
Re: [Mod] OpenSC
Yes, they tend to.
- Sat Oct 19, 2019 3:20 pm
- Forum: Mapping and Modding
- Topic: GrantExternalConditionWarhead Bug?
- Replies: 2
- Views: 2628
- Sat Oct 12, 2019 4:35 pm
- Forum: Mapping and Modding
- Topic: OpenRA - A deep dive into its source-code
- Replies: 13
- Views: 10866
Re: OpenRA - A deep dive into its source-code
VS2015 only supports .NET Core 1.X. You'll need to bump it in the foreseeable future to atleast 2017 though.
- Thu Sep 26, 2019 8:46 pm
- Forum: General Discussion
- Topic: Black screen on startup
- Replies: 2
- Views: 3653
Re: Black screen on startup
Ronald, DirectX has nothing to do with this game and IIRC the DirectX renderer was dropped in 2012 or around that date. DirectX is a closed-source limited-to-Microsoft environment which does not worth the maintenance and effort necessary for a separate renderer option when all target systems have op...
- Thu Sep 26, 2019 4:42 am
- Forum: Mapping and Modding
- Topic: [Solved] - Ore and Gem value on a map
- Replies: 7
- Views: 17811
Re: [Solved] - Ore and Gem value on a map
The problem with all this is that OpenRA does not store how much resource was placed on to a cell and instead derives the amount of layers from how many nearby resource cells were there and decides this upon map load which necessitates the wide lazy rounded ore blobs in maps and makes small patches ...
- Thu Sep 12, 2019 4:43 pm
- Forum: Mapping and Modding
- Topic: [Solved] - How can I change the color / tileset of a map
- Replies: 10
- Views: 7857
Re: How can I change the color / tileset of a map
Notepad++ is commonplace for Windows. YAMLs are just shiny text files anyway - the reason plain Notepad wouldn't work with them, is because OpenRA uses Linux line ending and Notepad show the whole text as one really long line as a result.
I got used to Komodo Edit in the last few years myself though.
I got used to Komodo Edit in the last few years myself though.
- Thu Sep 12, 2019 4:15 am
- Forum: Mapping and Modding
- Topic: [Solved] - How can I change the color / tileset of a map
- Replies: 10
- Views: 7857
Re: How can I change the color / tileset of a map
If it's the color brightness alone - map lighting is a thing now, so just use GlobalLightingPaletteEffect.