Search found 641 matches
- Tue Dec 10, 2019 9:18 pm
- Forum: General Discussion
- Topic: [Solved] - OpenRA 2019117 - Phase Transport group hug ???
- Replies: 6
- Views: 4704
Re: OpenRA 2019117 - Phase Transport group hug ???
Our AI is not very smart, but in some cases it is too 'smart': It trying to attack cloaked units is a bug (see OpenRA/OpenRA#3763)
- Sun Dec 08, 2019 5:07 pm
- Forum: Mapping and Modding
- Topic: What is the exact `map.bin` format specification?
- Replies: 2
- Views: 2754
- Tue Dec 03, 2019 9:45 pm
- Forum: General Discussion
- Topic: How do you play LAN in 2019
- Replies: 5
- Views: 6633
Re: How do you play LAN in 2019
As long as you're in the same local network it shouldn't matter if you use wifi or cable. So yes, if you are using wifi from the same router it will work.
- Thu Nov 28, 2019 11:16 pm
- Forum: Mapping and Modding
- Topic: Need Help to shorten and Improve LUA Script
- Replies: 8
- Views: 16689
Re: Need Help to shorten and Improve LUA Script
I suppose the simplest way would be
Code: Select all
local indices = { 5,6,7,8,9,10,11,12,13,14,15,0,1,2,3,4 }
for i=0,15 do
local Spieler = Player.GetPlayer("Multi" .. tostring(indices[i]))
- Tue Nov 26, 2019 3:06 pm
- Forum: General Discussion
- Topic: Increase size of in-game build menu?
- Replies: 5
- Views: 14543
Re: Increase size of in-game build menu?
You're welcome. I hope that resolved your issue.
- Tue Nov 26, 2019 11:24 am
- Forum: General Discussion
- Topic: Increase size of in-game build menu?
- Replies: 5
- Views: 14543
Re: Increase size of in-game build menu?
Does viewtopic.php?f=82&t=20562 answer your question?
- Sat Nov 23, 2019 5:40 pm
- Forum: Mapping and Modding
- Topic: How do add custom traits?
- Replies: 5
- Views: 5778
Re: How do add custom traits?
You should use an IDE like Visual Studio Community 2019 to add and edit those files. It'll make it a lot easier for you (i.e. automatically adding the files to the csproj, or displaying errors).
- Tue Nov 19, 2019 10:08 pm
- Forum: Mapping and Modding
- Topic: Mission Tutorial Guide
- Replies: 8
- Views: 6009
Re: Mission Tutorial Guide
I don't think there is a really easy way to do this currently. The best is probably using SpawnActorOnDeath with dummy actors that look like flames.
- Tue Nov 19, 2019 9:08 pm
- Forum: General Discussion
- Topic: Just wanted to say you did it
- Replies: 27
- Views: 25125
Re: Just wanted to say you did it
Saying that "mammooth" tanks underperformed in the last release is just ridiculous. I suppose you've never even played a game online. 0/8 bait.
A bit offtopic but still: I think a faster release cycle will at least mitigate the "playtesting problem" somewhat.
A bit offtopic but still: I think a faster release cycle will at least mitigate the "playtesting problem" somewhat.
- Mon Nov 18, 2019 8:27 pm
- Forum: Mapping and Modding
- Topic: Mission Tutorial Guide
- Replies: 8
- Views: 6009
Re: Mission Tutorial Guide
We don't really have a exhaustive manual on that, the best is probably https://github.com/OpenRA/OpenRA/wiki/Map-scripting and the links mentioned there. Looking at the existing missions is also a good starting point.
- Mon Nov 18, 2019 7:31 pm
- Forum: General Discussion
- Topic: Playtest 20190825 (Aug/Sep/Oct 2019)
- Replies: 9
- Views: 9515
Re: Playtest 20190825 (Aug/Sep/Oct 2019)
Thanks for the report. I opened a ticket (OpenRA/OpenRA#17354) so we don't forget about this.
- Sat Nov 16, 2019 1:06 pm
- Forum: Mapping and Modding
- Topic: ClassicProductionQueue Strange Phenomenon
- Replies: 8
- Views: 6190
Re: ClassicProductionQueue Strange Phenomenon
That is odd, I just added a ClassicProductionQueue for Building.GDI (Group: Building) to the Player actor in TD and it worked fine. Which version are you using? (I suppose this could already be fixed, since the new spectator UI has the Production tab on F4. ^^)
- Fri Nov 15, 2019 2:10 pm
- Forum: Mapping and Modding
- Topic: Animated Tiles/TileSet possible?
- Replies: 2
- Views: 2734
Re: Animated Tiles/TileSet possible?
Sadly I don't think this is currently possible. We have an open issue for it: OpenRA/OpenRA#6433
- Tue Nov 05, 2019 6:23 pm
- Forum: Mapping and Modding
- Topic: Faction flag question
- Replies: 6
- Views: 6333
Re: Faction flag question
Ah right, I forgot that, sorry. In that case using Lua might really be the cleanest solution for you. I think looking at the existing mission yaml and script files would be a good starting point.
- Mon Nov 04, 2019 11:09 am
- Forum: Mapping and Modding
- Topic: Faction flag question
- Replies: 6
- Views: 6333
Re: Faction flag question
The easiest solution for you is probably setting an mcv owned by Creeps outside of the playable map area and removing NonCombatant.