Search found 56 matches

by Zeruel87
Sun Jan 20, 2019 12:12 pm
Forum: Mapping and Modding
Topic: ClonesProducedUnits & Clonable Trait
Replies: 1
Views: 3238

ClonesProducedUnits & Clonable Trait

Greetings, it seems that the two traits ClonesProducedUnits & Clonable do not work. i tested it by adding this to a CnC Pyle (GDI barracks) ClonesProducedUnits: CloneableTypes: test and this to a normal MG Soldier (e1) Cloneable: Types: test but everytime i build a unit only 1 comes out and not 2......
by Zeruel87
Sun Jan 20, 2019 11:47 am
Forum: Mapping and Modding
Topic: Starcraft - Brood War mod
Replies: 22
Views: 27040

Re: Starcraft - Brood War mod

Greetings to all fans of strategy games! First, I want to thank the creator for universal engine strategies. It gives us the opportunity to enjoy your favorite games, as well as provides a great space for creativity creators modifications. My question is whether there are any developments to create...
by Zeruel87
Sat Dec 29, 2018 4:41 pm
Forum: Mapping and Modding
Topic: WithInfantryBody - AttackSequences, how do they work?
Replies: 1
Views: 2028

WithInfantryBody - AttackSequences, how do they work?

i see there is a Trait so you can tell an infantry unit to use different attack animations for different Armaments (attacks), but i dont get it how to correctly put it in the .yaml files and i cant find an example. :?
by Zeruel87
Thu Dec 13, 2018 8:30 pm
Forum: Mapping and Modding
Topic: different faction selection besides scroll menu possible?
Replies: 5
Views: 5145

different faction selection besides scroll menu possible?

Greetings, i wonder if it is possible to change the faction selection from 1 drop down menu with a scrollbar to for example a dropdownmenu with 2 rows and/or without a scrollbar. iam a modmaker and my mod features so many factions that the scrollbar is getting very long. i think i found regarding se...
by Zeruel87
Thu Nov 29, 2018 3:24 pm
Forum: Mapping and Modding
Topic: Error when starting game with new Tileset
Replies: 3
Views: 3027

Re: Error when starting game with new Tileset

abcdefg30 wrote:
Thu Nov 29, 2018 2:01 pm
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.
you are a wizard, you were right, that was the problem :D thanks again
by Zeruel87
Wed Nov 28, 2018 7:33 pm
Forum: Mapping and Modding
Topic: Error when starting game with new Tileset
Replies: 3
Views: 3027

Error when starting game with new Tileset

Good Afteroon, Subject says it all, iam experimenting with my own new tileset. i can do a new map in the MapEditor with it but as soon as i want to start a game it crasher with this error: OpenRA engine version release-20180923 Zeruel87 Mod mod version v0.4 on map 7202631652db207f5fd8298db204f3aae8e...
by Zeruel87
Sat Nov 24, 2018 11:00 am
Forum: Mapping and Modding
Topic: Possible to tell AI to use a Supply Truck to help allies?
Replies: 24
Views: 18104

Re: Possible to tell AI to use a Supply Truck to help allies?

at the moment the Script checks up to 16 players if they are played by a bot and then checks if that player is allied with all other 15 players. if yes then he gets a supply truck (or other help for upgrading buildings, vehicles and infantry) to the first ally he finde. Iam sure it can be shortened ...
by Zeruel87
Fri Nov 23, 2018 2:13 pm
Forum: Mapping and Modding
Topic: LUA script to force AI to build in a certain Order
Replies: 5
Views: 8917

Re: LUA script to force AI to build in a certain Order

hmmm... i looked into it, i cant seem to find a way to provide a prerequisite as soon as a certain number of one building is build on the map. for example: as soon as a player has 4 Power Plants - the Power Plants provide a new prerequisite necesary to build other buildings... that does not seem do ...
by Zeruel87
Fri Nov 23, 2018 8:25 am
Forum: Mapping and Modding
Topic: Possible to tell AI to use a Supply Truck to help allies?
Replies: 24
Views: 18104

Re: Possible to tell AI to use a Supply Truck to help allies?

Allright, i got a code that works! it is a monstrosity with 42332 lines that i think will most likely cause facepalms and disbelieve to others that have more experience with LUA, but like i said, at least the code works and does what it should do :) so i want to share that working monstrosity: https...
by Zeruel87
Fri Nov 23, 2018 6:25 am
Forum: Mapping and Modding
Topic: LUA script to force AI to build in a certain Order
Replies: 5
Views: 8917

Re: LUA script to force AI to build in a certain Order

A workaround could be using yaml prerequisite & condition systems. For instance you could clone the refinery (make it only available to the specific bot/faction) & make ai build Powerplant then Refinery & then refinery 2 before it can unlock other buildings. You’d need to clone most of the bots tec...
by Zeruel87
Thu Nov 22, 2018 8:54 pm
Forum: Mapping and Modding
Topic: LUA script to force AI to build in a certain Order
Replies: 5
Views: 8917

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. i guess you are reffering to "soviet06a-AI"? but then what is this for?: bool Build(Stri...
by Zeruel87
Thu Nov 22, 2018 7:14 pm
Forum: Mapping and Modding
Topic: LUA script to force AI to build in a certain Order
Replies: 5
Views: 8917

LUA script to force AI to build in a certain Order

Good evening, i know it is possible but i dont know how cause i'am still not that experienced with LUA, maybe someone can give me an idea. my goal is for some mod factions for my mod to tell the AI that if a bot plays that faction he is forced to build the first couple of buildings in a certain orde...
by Zeruel87
Mon Nov 19, 2018 8:25 pm
Forum: Mapping and Modding
Topic: Possible to tell AI to use a Supply Truck to help allies?
Replies: 24
Views: 18104

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". just tested it - IT WORKS :lol: no more...
by Zeruel87
Mon Nov 19, 2018 8:17 am
Forum: Mapping and Modding
Topic: Possible to tell AI to use a Supply Truck to help allies?
Replies: 24
Views: 18104

Re: Possible to tell AI to use a Supply Truck to help allies?

this is the code i use at the moment: https://github.com/Zeruel87/AiSupplyTruck/blob/master/AISupplyTruck it works as long as the first slot in any map has a player in it, it does not matter if it is a bot or a human player. But as soon as it is empty (Open) i get the LUA error is it a problem that ...
by Zeruel87
Sun Nov 18, 2018 8:05 am
Forum: Mapping and Modding
Topic: Possible to tell AI to use a Supply Truck to help allies?
Replies: 24
Views: 18104

Re: Possible to tell AI to use a Supply Truck to help allies?

my logical guess is i have to add to the code that if p1 (Multi0) is not a bot but is not played at all then... either"do nothing or remove player from the game or something like that.

Or to previously check if p1 (Multi0) is in the game, i yes then execute the code, else do nothing.

any ideas?