Search found 92 matches

by Scott_NZ
Wed Oct 30, 2013 3:01 pm
Forum: General Discussion
Topic: Mapping Tutorials
Replies: 6
Views: 4745

I'm currently in the process of implementing Lua support and custom map scripting for the game. Stay tuned.
by Scott_NZ
Sun Oct 27, 2013 12:26 pm
Forum: General Discussion
Topic: Widget Colors
Replies: 2
Views: 2616

Checkbox depends on 'checkbox-bits' with a field named 'checked'.
Take RA as an example. It has the following in chrome.yaml:

Code: Select all

checkbox-bits: buttons.png
	checked: 0,112,16,16
The check art itself is in uibits/buttons.png at (0,112).
by Scott_NZ
Sun Oct 20, 2013 11:38 pm
Forum: General Discussion
Topic: Mapping Tutorials
Replies: 6
Views: 4745

Mission scripts are regular traits. There's a quick overview on the trait system here: https://github.com/OpenRA/OpenRA/wiki/Hacking
It's certainly something to get your head around. We can easily give you a rundown of how it all works and get any questions answered if you come on IRC.
by Scott_NZ
Sun Oct 20, 2013 6:19 am
Forum: General Discussion
Topic: DefaultStartingUnits:
Replies: 2
Views: 2334

SpawnMPUnits on the World actor does the MCV spawning. There are examples of how this is disabled in the mission map yamls. Just prepend the trait name with a minus.
The DefaultStartingUnits field does not exist in recent versions of the game.
by Scott_NZ
Fri Oct 18, 2013 11:23 pm
Forum: General Discussion
Topic: Mapping Tutorials
Replies: 6
Views: 4745

Can you show me the full YAML of your map?
by Scott_NZ
Fri Oct 18, 2013 4:32 am
Forum: General Discussion
Topic: Mapping Tutorials
Replies: 6
Views: 4745

We currently don't have a mechanism for loading/creating custom scripted missions from ini or yaml yet, apart from loading the map itself. Engine code in C# is usually required for missions to work properly at the moment. We currently keep most of our mission code at https://github.com/OpenRA/OpenRA...
by Scott_NZ
Sat Oct 12, 2013 8:04 am
Forum: General Discussion
Topic: Wall Nerf
Replies: 1
Views: 2057

It's a bug
by Scott_NZ
Fri Oct 04, 2013 6:28 am
Forum: General Discussion
Topic: [OpenRA] Limit base-walking by reducing freedom of building
Replies: 24
Views: 22281

I have already implemented this and it's resting in a PR at https://github.com/OpenRA/OpenRA/pull/3894 , but it currently lacks a lobby setting to enable/disable it. If enough people want a setting I could bring it in too. It also has some general balance changes to round out the baseprovider introd...
by Scott_NZ
Thu Aug 22, 2013 1:31 pm
Forum: General Discussion
Topic: [WIP] Time resolved map statistics
Replies: 8
Views: 6275

That utility enhancement is in the latest playtest, 20130818.
by Scott_NZ
Thu Jun 27, 2013 11:59 am
Forum: General Discussion
Topic: Allies02 Mission
Replies: 2
Views: 2778

It's a sideeffect of fixing the issue where map units don't attack units they can't see. Now they have maximum vis and can attack units further away than normal.
by Scott_NZ
Fri Jun 07, 2013 7:52 am
Forum: General Discussion
Topic: Ore mines should not be destructable.
Replies: 6
Views: 5726

epicelite wrote: Not now that mines are detectable and destroyable they arent.
"mines are detectable and destroyable" refers to mines of the explosive variety, not ore mines. Ore mines are also destructible at the moment, but this is a bug.
by Scott_NZ
Sat May 11, 2013 1:13 am
Forum: General Discussion
Topic: Cell-occupation-system against Basewalking
Replies: 14
Views: 9387

The problem with basewalking is that it's heavily favoured over a lot of other strategies because it's too effective. Thus it's a balance problem. This whole thing will go away if you for example increase the build time for power plants to something like 20s or more, but I'm not sure anyone wants th...
by Scott_NZ
Fri May 10, 2013 1:16 am
Forum: General Discussion
Topic: Cell-occupation-system against Basewalking
Replies: 14
Views: 9387

I am actually against the idea of having this requirement. I'd really like this mod to be different from C&C and D2k in this aspect. This is a balance problem, which should be resolved with actual balancing and not hard base limits. It's power plants fueling the base walk, perhaps something balance-...
by Scott_NZ
Sat Apr 27, 2013 3:21 pm
Forum: General Discussion
Topic: No way for Soviets to break a stalemate against allies
Replies: 5
Views: 5057

The map is the problem. Seaside is an old map which was created when the game was balanced differently. Try playing on some more open maps with fewer chokepoints.