Search found 641 matches
- Sun Jul 14, 2019 5:21 pm
- Forum: General Discussion
- Topic: Back to the roots
- Replies: 12
- Views: 24480
Re: Back to the roots
Don't worry, it was already wrong in GDs post. ^^
- Sun Jul 14, 2019 3:25 pm
- Forum: General Discussion
- Topic: Back to the roots
- Replies: 12
- Views: 24480
Re: Back to the roots
No, that is not possible in RA.
- Sat Jun 15, 2019 7:46 am
- Forum: Mapping and Modding
- Topic: RA+ Mod thread
- Replies: 15
- Views: 17702
Re: RA+ Mod thread
Just a side note: Dropping mods into another OpenRA install is discouraged, as the mod will break once default OpenRA is updated. In case you want your mod to be standalone you should have a look at https://github.com/OpenRA/OpenRAModSDK.
- Sun Jun 09, 2019 10:48 pm
- Forum: Mapping and Modding
- Topic: Issues creating attack waves when named actor's are destroyed
- Replies: 6
- Views: 10441
Re: Issues creating attack waves when named actor's are destroyed
I guess you might need to set "NODAttackWave2.barracks" to the new actor as well, i.e. "NODAttackWave1.barracks = NODHand2". Did you disable the IsDead checks? Because I don't see how it would crash otherwise.
- Sun Jun 09, 2019 12:27 pm
- Forum: Mapping and Modding
- Topic: Issues creating attack waves when named actor's are destroyed
- Replies: 6
- Views: 10441
Re: Issues creating attack waves when named actor's are destroyed
NODHand2 = Actor.Create(building.type, true, { Owner = enemy, Location = building.pos })
the actor names are global, not local variables, so above should overwrite it.
the actor names are global, not local variables, so above should overwrite it.
- Wed Jun 05, 2019 11:26 am
- Forum: Mapping and Modding
- Topic: LUA Script File - Help Requested
- Replies: 2
- Views: 2609
Re: LUA Script File - Help Requested
The problem is in the following part: BuildFromFactory = function(factory, units, action) --Declare factory build function if factory.IsDead or factory.Owner ~= enemy then return end if not factory.Build(units, action) then Trigger.AfterDelay(DateTime.Seconds(2), function() Build(factory, units, act...
- Fri May 24, 2019 9:02 am
- Forum: Mapping and Modding
- Topic: Multiple questions about scripting(and a few about rules.yaml)
- Replies: 4
- Views: 4050
Re: Multiple questions about scripting(and a few about rules.yaml)
You should probably start by looking at https://github.com/OpenRA/OpenRA/wiki/Lua-API and our existing missions.
- Wed May 22, 2019 8:40 am
- Forum: General Discussion
- Topic: Super Weapon Anomoly
- Replies: 3
- Views: 3590
Re: Super Weapon Anomoly
I suppose you are referring to the Chrono Vortex. This hasn't been implemented yet: OpenRA/OpenRA#9778
- Sat May 18, 2019 2:05 pm
- Forum: General Discussion
- Topic: Formation functionality
- Replies: 6
- Views: 5177
Re: Formation functionality
It was never added, we still have an open issue for it: OpenRA/OpenRA#3880
- Thu May 16, 2019 8:29 am
- Forum: General Discussion
- Topic: Problems with Sarin Gass 1 Crackdown
- Replies: 9
- Views: 8156
Re: Problems with Sarin Gass 1 Crackdown
I filed a fix for this issue at OpenRA/OpenRA#16544. Thanks for the report, again. ^^
- Thu May 16, 2019 8:17 am
- Forum: General Discussion
- Topic: Problems with Sarin Gass 1 Crackdown
- Replies: 9
- Views: 8156
Re: Problems with Sarin Gass 1 Crackdown
You still have the prisoners, so not all your units are dead.
Edit: Ah sorry, I confused this with the second part of the mission. This is indeed a bug. Did nobody test the mission beforehand?
Edit: Ah sorry, I confused this with the second part of the mission. This is indeed a bug. Did nobody test the mission beforehand?
- Sun May 05, 2019 10:21 am
- Forum: General Discussion
- Topic: RA Cursors for windows
- Replies: 0
- Views: 12728
RA Cursors for windows
Includes most of the cursors used in RA. To install execute the installRAcursors.inf file (right click -> "Install"). Then head to your mouse settings (settings -> devices -> mouse -> additional options, or whatever that is called in english; the easiest way is to just enter "main.cpl" into the sear...
- Thu May 02, 2019 9:39 am
- Forum: Mapping and Modding
- Topic: Production buildings: individual queues?
- Replies: 1
- Views: 2139
Re: Production buildings: individual queues?
Yes, the Tiberian Dawn mod does just that.
- Wed May 01, 2019 4:12 pm
- Forum: General Discussion
- Topic: Problems launching on Windows 7
- Replies: 3
- Views: 2700
Re: Problems launching on Windows 7
Is there a reason you are not using the windows installers?
- Sat Apr 06, 2019 5:46 pm
- Forum: General Discussion
- Topic: Installing Dune 2000 movies
- Replies: 1
- Views: 2336
Re: Installing Dune 2000 movies
Sorry for the late response. I hoped someone could help you with the mounting.
But since that doesn't work, you can try to manually copying the required files by following the D2k section of the inofficial guide.
But since that doesn't work, you can try to manually copying the required files by following the D2k section of the inofficial guide.