Search found 277 matches
- Fri Nov 25, 2016 1:56 am
- Forum: General Discussion
- Topic: Is there anything from Red Alert not yet implemented?
- Replies: 41
- Views: 35059
Pretty sure that our Tesla weaponry already behaves that way. When it charges due to inf it shoots three short burtsts enough for inf to die. When charging because of inf and then only a tank is left over for lets say 3rd shot, the shot is way weaker than compared to if it would have charged for th...
- Wed Nov 16, 2016 12:15 am
- Forum: General Discussion
- Topic: Red Alert: Let's make everything worth building! + ideas etc
- Replies: 68
- Views: 87131
I think Mobile units can not GiveBuildableArea yet. So wire/sandbag idea shouldn"t be possible without changing code. I cannot read anything in the codebase confirming this - infact, the code implies the opposite, GBA should work with units as well - https://github.com/OpenRA/OpenRA/blob/0f02a6ba7c...
- Mon Oct 17, 2016 6:27 pm
- Forum: General Discussion
- Topic: How to build my own Debian Package for OpenRA?
- Replies: 3
- Views: 2872
- Fri Oct 07, 2016 8:10 pm
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 912326
Is that in later games? Because In TS green tib still explodes, it just does one third of the damage. In TibSun, harvesters exploded based on the amount of money they stored. However only blue tiberium was explosive indeed (with chainreaction and all that), asin specific weapons could blow up the t...
- Sun Sep 25, 2016 10:46 pm
- Forum: Mapping and Modding
- Topic: [RA] Add 1-rank to paratroopers - map hack
- Replies: 5
- Views: 4651
Was tired, dammit, when I wrote that. 0 should have been null aka empty. >_> but it needs to be defined since the fallback would've been inherited and thereby would be barracks.infiltrated IIRC (Maybe it'd be more proper if it would require the appropriate techlevel prereq). It also have an InitialL...
- Sun Sep 25, 2016 6:51 pm
- Forum: Mapping and Modding
- Topic: [RA] Add 1-rank to paratroopers - map hack
- Replies: 5
- Views: 4651
- Fri Sep 23, 2016 4:33 pm
- Forum: General Discussion
- Topic: If the devs implement mutators, what kind would you want?
- Replies: 17
- Views: 15057
I never expected https://github.com/OpenRA/OpenRA/issues/9422 getting a topic.
- Mon Sep 19, 2016 9:50 am
- Forum: Mapping and Modding
- Topic: Issues with OS SHP Builder OpenRA Utility
- Replies: 1
- Views: 2792
SHP Builder cannot handle spritesheets, and can only import frames - which is why it requires the filename 0000 syntax. Aka, first frame has 0000, second 0001 etc etc.. The sole way I'm aware a spritesheet can be converted to an SHP is to get XCC Mixer, set up it's directory to the OpenRA content di...
- Tue Sep 13, 2016 2:19 pm
- Forum: Mapping and Modding
- Topic: Upgrading maps older than Dec 2015
- Replies: 1
- Views: 2781
- Sun Sep 04, 2016 11:19 am
- Forum: Mapping and Modding
- Topic: "Blood" traits
- Replies: 1
- Views: 2885
The idea is great, but a lot of the implementation details can be made better. So I went ahead and rewritten it to something much more OpenRA-compatible in https://github.com/GraionDilach/OpenRA.Mods.AS/commit/15438d51fda76178ceb77b151af8d45598476dcf sorry about that. Even without using the the prox...
- Sat Aug 27, 2016 10:59 pm
- Forum: General Discussion
- Topic: Combat analytics
- Replies: 10
- Views: 7119
- Wed Aug 24, 2016 8:47 am
- Forum: Mapping and Modding
- Topic: Spy Hunt
- Replies: 11
- Views: 41515
Will be. Thank you for the reminder.MirageTD wrote: ↑Also, I couldn't find a way to get the disguise sound working. I imagine it's possible since it was in RA2, which should mean that it is or will be a feature in OpenRA as well, but there doesn't seem to be any info pertaining to that.
- Sat Aug 13, 2016 1:02 pm
- Forum: General Discussion
- Topic: Original Cutscenes in camapiagn
- Replies: 2
- Views: 2499
- Wed Aug 10, 2016 11:36 am
- Forum: General Discussion
- Topic: Bug: mammoth tank randomly gets its full health restored
- Replies: 4
- Views: 3369
It's hardcoded to work like that.SoScared wrote: ↑I didn't know heal crates affected all units on the map.
- Thu Aug 04, 2016 3:30 pm
- Forum: General Discussion
- Topic: Deactivating some global sounds ?(Minelayers, medics, mecha)
- Replies: 10
- Views: 6749
Neither of the sounds the topic brought up are global sounds, but the whole discussion is related to https://github.com/OpenRA/OpenRA/issues/9487.
TLDR: the sound distance code is bogus and it probably would make more sense to mute sounds under FoW instead.
TLDR: the sound distance code is bogus and it probably would make more sense to mute sounds under FoW instead.