Search found 93 matches
- Thu Jan 30, 2014 11:49 am
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
Have a look at https://github.com/OpenRA/OpenRA/blob/bleed/mods/ra/tilesets/desert.yaml where I have both Palette vs. PlayerPalette defined to solve the problem that TD walls/terrain and RA player actors have incompatible color ranges. That's what I did, but the walls still use Winter.pal. Here is ...
- Wed Jan 29, 2014 11:29 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
DelayedAction is used in a few places, and unfortunately that exception doesn't tell us which one. Would you be able to narrow that crash down to one of the following cases? Use C4 on an actor. Demolish or repair bridges. Kill a building with the DeadBuildingState trait. Fire a weapon with a warhea...
- Wed Jan 29, 2014 6:07 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
Now I seem to be having an issue with the walls... all wall types get corrupted on the WINTER tileset... How can I fix this? If I remove Palette: terrain from Defaults.yaml, I get corruption on the DESERT and TEMPERAT tilesets.... Can I use Palette: player for all walls? Also, been getting this rand...
- Mon Jan 27, 2014 9:33 am
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
- Sun Jan 26, 2014 10:47 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
...that fixed the graphics corruption bug, but now I get:
when I try to place a building...
I could not find a reference to any unit named "overlay" in any .yaml file....
Code: Select all
Exception of type `System.InvalidOperationException`: Unit `overlay` does not have a sequence `build-valid-winter`
I could not find a reference to any unit named "overlay" in any .yaml file....
- Sun Jan 26, 2014 8:59 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
Ok - I have officially put the mod into a BETA stage :D YAY! Now I need help with some gruntwork - if anyone is available, and wats to contribute to this mod, I need to have all .SHP and .TEM files in C&C's WINTER.MIX converted from the winter.pal to Red Alert's TEMPERAT.PAL or SNOW.PAL (whichever w...
- Fri Jan 24, 2014 10:47 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
- Fri Jan 24, 2014 3:40 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
- Thu Jan 23, 2014 8:04 am
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
In one mission, I need four actors killed to win the mission (General1, General2, General3 and General4). How would I go about scripting this? If I script using the examples: Actor.OnKilled(General1, MissionAccomplished) Actor.OnKilled(General2, MissionAccomplished) Actor.OnKilled(General3, MissionA...
- Mon Jan 20, 2014 9:17 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
- Sun Jan 19, 2014 10:25 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
There is an "Objectives" Tab in Allies 03 mission - how do I get that to work? Could not find a mission.lua for Allies03, and the map.yaml calls a MissionObjectivesPanel: ObjectivesPanel: MISSION_OBJECTIVES but I could not find the briefing text for said panel anyware, and inserting the above code i...
- Sun Jan 19, 2014 10:22 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
- Mission briefing displayed before mission starts - Mission accomplished: Capture FCOM (forward command centre) - Mission failed: Destroy the above mentioned buildings / lose your base. - Soviet AI will deploy attacks at 4 minute intervals, consisting of three 3tnk, two E4 and three E1. - Soviet A...
- Sun Jan 19, 2014 12:27 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
Take a look at GDI01 for setting up the gunboat like you want. The GDI02 / NOD01 / NOD03 missions have also been scripted in lua, and can be found one directory up from there. You can set initial stances, and also specify specific activities like hunt from within the map script. Can you provide a b...
- Sat Jan 18, 2014 11:14 am
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
UPDATE: Got the first two NOD mission maps built and populated, but I'm having trouble scripting them... For example: I need an actor (a gunboat) to start patrolling between two points on a map (waypoint01 and waypoint02) and attack everything in it's path. How yould I do that? Does the game engine ...
- Fri Jan 17, 2014 7:18 am
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 190496
Hi guys, sorry it took me so long to reply, I've just been very busy with collage lately, midterms and all... I really like this mod. Its nice if you or us can help out with this: 1: Announce it more places. 2: Have dedicated server hosting it (name should be shorten link to this forum?) 3: Make at ...