Search found 639 matches
- Mon Jan 14, 2019 11:46 am
- Forum: Mapping and Modding
- Topic: Mod Earth 2140 - Mod Creation Error
- Replies: 4
- Views: 4679
Re: Mod Earth 2140 - Mod Creation Error
Ah I see. Then you want to keep the "$ra: ra" (or probably better, use "./mods/ra: ra" like for the common mod). If "ra" is not defined, the game doens't know where to look for "ra|bits" etc. Actually, if you are replacing the ra base mod with your own (and already renamed the folder etc.) you prob...
- Sat Jan 12, 2019 10:40 pm
- Forum: Mapping and Modding
- Topic: Mod Earth 2140 - Mod Creation Error
- Replies: 4
- Views: 4679
Re: Mod Earth 2140 - Mod Creation Error
Can you post your mod.yaml? Usually you shouldn't need to reference "ra|bits" if you don't use the ra mod.
- Tue Jan 08, 2019 12:00 pm
- Forum: General Discussion
- Topic: Black screen in start
- Replies: 2
- Views: 2082
Re: Black screen in start
My first guess would be the antivirus blocking OpenRA in some way, you can try adding OpenRA as exception to it. You can also try starting the game in windowed mode (and set the window size to your screen size) by opening "Users/user-name/Documents/OpenRA/settings.yaml" and adding Graphics: Mode: Wi...
- Sun Jan 06, 2019 9:40 pm
- Forum: Mapping and Modding
- Topic: Infiltration mission look alike map gives script error
- Replies: 2
- Views: 2406
Re: Infiltration mission look alike map gives script error
FWIW, I filed a fix for this particular issue at OpenRA/OpenRA#16022.
- Sun Jan 06, 2019 9:21 pm
- Forum: General Discussion
- Topic: Playtest-20190106 / 20190209 / 20190302 - Discussion
- Replies: 24
- Views: 28855
Re: Playtest-20190106 - Discussion
Thanks for the report. kyrreso was kind enough to open an issue for tracking at OpenRA/OpenRA#16020.
- Sun Jan 06, 2019 12:26 pm
- Forum: Mapping and Modding
- Topic: Make TS commando blow up vechicles?
- Replies: 2
- Views: 2748
Re: Make TS commando blow up vechicles?
Certainly possible. I would suggest having a look at the campaign-rules.yaml of RA (Tanya can blow vehicles up in the RA campaign missions).
For trees: We have a tutorial on how to make them targetable by normal weapons, all you have to do is use the targettype for C4 demolishion instead.
For trees: We have a tutorial on how to make them targetable by normal weapons, all you have to do is use the targettype for C4 demolishion instead.
- Sun Jan 06, 2019 12:08 pm
- Forum: General Discussion
- Topic: Playtest-20190106 / 20190209 / 20190302 - Discussion
- Replies: 24
- Views: 28855
Playtest-20190106 / 20190209 / 20190302 - Discussion
The first release candidate of 2019 has just arrived. News post Download Changelog Playtest 20190106 also comes with several noteworthy changes to the RA mod, for example engineers being consumed after capturing (see the news post for more details). Several of these changes will affect the gameplay,...
- Sat Dec 22, 2018 10:03 pm
- Forum: General Discussion
- Topic: End of 2018 RA balance changes
- Replies: 41
- Views: 51655
Re: End of 2018 RA balance changes
Enemy tanks will still be captured (same behaviour as before), only the husks of your allies are turned back.Materianer wrote: ↑Sat Dec 22, 2018 1:16 pm[...]
-Chrono enemys tanks in your turretcage ( already sad that the then restored husks turn back now, a hidden nerf for mechanics )
[...]
- Thu Dec 20, 2018 5:39 pm
- Forum: Mapping and Modding
- Topic: Infiltration mission look alike map gives script error
- Replies: 2
- Views: 2406
Re: Infiltration mission look alike map gives script error
Ah yes, that is to be expected when killing units before the lab is infiltrated. We can fix this crash for the next playtest, though.
- Thu Dec 20, 2018 5:37 pm
- Forum: General Discussion
- Topic: Single Player "Infiltration mission" is not winnable.
- Replies: 4
- Views: 3321
Re: Single Player "Infiltration mission" is not winnable.
You actually need to capture the truck standing in front of the factory: https://i.imgur.com/4BNcgTp.png (You will notice how the cursor changes. You can then put the spy inside the truck and use it to drive past all guards.) I agree that the mission is not good in its current state, it is not obvio...
- Sat Dec 01, 2018 11:52 pm
- Forum: General Discussion
- Topic: Server Logs
- Replies: 2
- Views: 2124
Re: Server Logs
(I think this was already answered on Discord, but I'll go ahead anyway.)
Unfortunately, servers don't log winners/losers/score right now (afaik).
Winner/Loser stats are stored in the replay though (but I'm unsure if that is usable here).
Unfortunately, servers don't log winners/losers/score right now (afaik).
Winner/Loser stats are stored in the replay though (but I'm unsure if that is usable here).
- Thu Nov 29, 2018 2:01 pm
- Forum: Mapping and Modding
- Topic: Error when starting game with new Tileset
- Replies: 3
- Views: 3025
Re: Error when starting game with new Tileset
That looks like you don't have any smudges defined. Remove the "SmudgeLayer" trait from the world actor if you don't want any smudges.
- Thu Nov 22, 2018 8:09 pm
- Forum: Mapping and Modding
- Topic: LUA script to force AI to build in a certain Order
- Replies: 5
- Views: 8906
Re: LUA script to force AI to build in a certain Order
We do not support letting players place buildings via Lua, sorry. The Soviet-06 maps are currently using (horrible) workarounds to simulate the AI building a base, maybe you can get some inspiration from there.
- Mon Nov 19, 2018 9:52 am
- Forum: Mapping and Modding
- Topic: Possible to tell AI to use a Supply Truck to help allies?
- Replies: 24
- Views: 18089
Re: Possible to tell AI to use a Supply Truck to help allies?
"p1" won't be defined if there is no Multi0 player (i.e. nobody in the slot). You need to make sure "p1" is not "nil" (null in Lua terms) before using it. You are probably fine in your code example if you change the if check to just "if p1 and p1.IsBot then".
- Mon Nov 05, 2018 12:23 pm
- Forum: General Discussion
- Topic: AI questions
- Replies: 2
- Views: 3791
Re: AI questions
Yes, quite some time ago: viewtopic.php?f=83&t=16936
Those AI yamls are probably not usable with the current version, but it should be possible to update them by comparing with the current AI yamls.