Agreed.
Search found 642 matches
- Mon Jun 18, 2018 12:19 pm
- Forum: General Discussion
- Topic: 2018 RA Balance
- Replies: 104
- Views: 132766
- Fri Jun 15, 2018 2:56 pm
- Forum: General Discussion
- Topic: Official map bug
- Replies: 2
- Views: 3666
Re: Official map bug
Thanks for the report. I think this is what OpenRA/OpenRA#14909 fixed.
- Sat Jun 02, 2018 9:40 am
- Forum: General Discussion
- Topic: Maybe I'm just stupid.....
- Replies: 3
- Views: 2403
Re: Maybe I'm just stupid.....
Are you looking for this? ^^
- Thu May 31, 2018 5:18 pm
- Forum: General Discussion
- Topic: OpenRA Fatal Error
- Replies: 3
- Views: 2345
Re: OpenRA Fatal Error
What is the content of the latest exception.log? (You can open it using a text editor.)
- Thu May 31, 2018 1:59 pm
- Forum: General Discussion
- Topic: OpenRA Fatal Error
- Replies: 3
- Views: 2345
Re: OpenRA Fatal Error
What does exception.log say? (Logs folder is at "My Documents\OpenRA\Logs")
- Mon Mar 19, 2018 2:25 pm
- Forum: Mapping and Modding
- Topic: sequence combine
- Replies: 5
- Views: 3760
Sounds like you rather want to use "Frames:" instead of "Combine:". Iirc combine is used when you need to combine different sprites together in one sequence. You only want to take certain frames from one sprite however as far as I understood. (I have to admit though that I'm not sure how well "Frame...
- Fri Mar 09, 2018 4:32 pm
- Forum: Mapping and Modding
- Topic: “Creeper†Units that act like a standard skirmish bot?
- Replies: 1
- Views: 1884
There is a "Bot" property on player references, so you could try doing something like:
Code: Select all
PlayerReference@USSR:
Name: USSR
Faction: soviet
Color: FE1100
Bot: rush
Enemies: Greece, England
- Tue Mar 06, 2018 2:16 pm
- Forum: Mapping and Modding
- Topic: How to convert the shp TD unitcolors to RA?
- Replies: 3
- Views: 3524
- Mon Mar 05, 2018 11:08 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 191919
When it kills another actor. If the actor itself dies, the "DeathSounds" trait is used.kaneCVR wrote: ↑Is AnnounceOnKill the sound byte played when the actor dies or a when it kills another actor?
- Mon Mar 05, 2018 6:07 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 191919
You need to tell the specific traits like Mobile which voice should be used. See https://github.com/OpenRA/OpenRA/blob/b ... ml#L22-L34 for example.
- Thu Mar 01, 2018 3:50 pm
- Forum: Mapping and Modding
- Topic: [mappack] 40 Red Alert maps, converted to OpenRA
- Replies: 8
- Views: 10574
Re: MapPack not working for me???
the maps are not working for me, they does not appear in the list when i start the game. Yeah, those maps are outdated and would need an update to run with the latest OpenRA version. (Maybe you can find some of them at https://resource.openra.net/ .) (Btw, custom maps are usually placed at "My Docu...
- Thu Feb 22, 2018 11:16 pm
- Forum: Mapping and Modding
- Topic: adding experience temporarly - on a crate? How?
- Replies: 2
- Views: 2081
Re: adding experience temporarly - on a crate? How?
Can I set the condition "rank" via GrantExternalConditionCrateAction ? Yes, I don't see a reason why it should not work in principle. You can probably only grant one rank at a time (per crate, multiple crates can stack) though. (Rank-3 abilities for example require the same condition to be present ...
- Thu Feb 22, 2018 11:10 pm
- Forum: General Discussion
- Topic: Original mission French version
- Replies: 10
- Views: 8051
I see that the general.mix have the mission info (mission.ini and other file), do you know if there is a way to update the mission? I see that the mission are in ./openra/Content/ra/v2/expand/expand.mix/mission.ini Sorry, we need to recreate the missions from scratch for OpenRA, so the ini files wo...
- Thu Feb 22, 2018 11:07 pm
- Forum: General Discussion
- Topic: [SOLVED]Where to place or use .AUD files from Dune 2000?
- Replies: 8
- Views: 7076
- Thu Feb 22, 2018 1:54 pm
- Forum: Mapping and Modding
- Topic: making Technical Center Buildable
- Replies: 4
- Views: 2973
Hm, actually you should be fine by just redefining "Prerequisites:" on "Buildable:"... Not sure why that doesn't work for you. Anyway, you shouldn't need to copy the definition around, you just need to edit it in "tech.yaml". For the crash after renaming: You need to redefine "Image:" on "RenderSpri...