You can force the player's spawnpoint, so their spawnpoint will match the slot, and they can change the slot to change the spawnpoint.
https://github.com/OpenRA/OpenRA/wiki/M ... at#players
Search found 203 matches
- Sun Jan 28, 2018 5:47 pm
- Forum: Mapping and Modding
- Topic: Spawnpoint Owner association?
- Replies: 3
- Views: 2758
- Fri Jan 19, 2018 3:30 pm
- Forum: General Discussion
- Topic: Playtest Discussion
- Replies: 28
- Views: 25134
Change of a crate powerup to appear is "its SelectionShare/total SelectionShare of possible powerups". Being impossible to appear in that crate decreases "total SelectionShare of possible powerups" part, increasing changes of other stuff to appear a bit. http://openra-red-alert.wikia.com/wiki/Crate ...
- Sun Jan 07, 2018 8:16 am
- Forum: General Discussion
- Topic: Option to disable the "Auto-exclude" MCV & Eng
- Replies: 27
- Views: 19207
I'm pretty sure shift currently adds units to selection without uselecting other units. Not sure if ctrl does anything regarding selection tho.IronScion wrote: ↑Having shift+select cancel this logic and select all units could be a nice solution
- Sat Jan 06, 2018 6:49 am
- Forum: Mapping and Modding
- Topic: Getting started
- Replies: 19
- Views: 17735
- Thu Jan 04, 2018 7:46 am
- Forum: General Discussion
- Topic: Playtest Discussion
- Replies: 28
- Views: 25134
Re: Upgrades in D2K Campaign
I didn't notice it before, but in the campaign in the second Harkonnen mission (specifically 2a) after building Barracks upgrades become available. You can upgrade Construction Yard, Barracks and Light Factory, but these upgrades give nothing. I assume that these aren't supposed to be available at ...
- Fri Dec 29, 2017 6:21 pm
- Forum: Mapping and Modding
- Topic: Access debug menu
- Replies: 3
- Views: 3039
Debug Menu can't be activated during missions. But u can activate the cheats using commands. Cheat commands work in any single player game, regardless of Debug Menu checkbox.
http://openra-red-alert.wikia.com/wiki/Commands
http://openra-red-alert.wikia.com/wiki/Commands
- Tue Dec 19, 2017 4:32 pm
- Forum: General Discussion
- Topic: Livestreams & Youtube accounts for OpenRA
- Replies: 30
- Views: 50257
- Fri Dec 15, 2017 7:07 pm
- Forum: General Discussion
- Topic: Implement Sole Survivor as a default mod?
- Replies: 5
- Views: 3905
Dune 2 mod is not using the SDK yet.Matt wrote: ↑
- Tue Dec 12, 2017 11:28 am
- Forum: General Discussion
- Topic: Removing kill bounties from RA
- Replies: 108
- Views: 143601
I feel like Nukes are powerful enough as is. Demo trucks are also super annoying and powerful. The fact they cost so much balances them but then they can get all the money back in bounty so they are overpowered IMO Can someone double check if demo trucks give you bounties? I tried this recently and...
- Mon Dec 04, 2017 9:50 am
- Forum: General Discussion
- Topic: Smitty's Fall 2017 Playtest
- Replies: 51
- Views: 50237
It is already being increased a bit for next version. Just from 70 to 75 tho.Happy wrote: ↑Has anyone thought about giving migs more health? AA guns can just aim and the mig comes flying down without a bullet shot.
- Sat Dec 02, 2017 4:41 pm
- Forum: General Discussion
- Topic: I didn't know this was a thing
- Replies: 6
- Views: 9370
Yes, this is a side effect of this PR. Which allowed RA Transports to go more into shore to allow easier loading and unloading.
- Thu Nov 30, 2017 4:07 pm
- Forum: General Discussion
- Topic: MustaphaTR's (Mod)Maps
- Replies: 10
- Views: 9996
Updated The Far Lands to lastest release. Complately reworked the map. Rule edits still stay, with new additional ones.
The Far Lands (1v1): https://resource.openra.net/maps/24164
The Far Lands (1v1): https://resource.openra.net/maps/24164
- Fri Nov 24, 2017 3:21 pm
- Forum: General Discussion
- Topic: MustaphaTR's (Mod)Maps
- Replies: 10
- Views: 9996
Updated Chrono Fault to lastest release too. With some improvements.
Chrono Fault (SP): https://resource.openra.net/maps/24087/
Chrono Fault (SP): https://resource.openra.net/maps/24087/
- Thu Nov 23, 2017 6:50 pm
- Forum: General Discussion
- Topic: MustaphaTR's (Mod)Maps
- Replies: 10
- Views: 9996
I have updated M7v2 to lastest release. It is called Mercenary 07b now tho.
Mercenary 07b: (SP): https://resource.openra.net/maps/24076/
Mercenary 07b: (SP): https://resource.openra.net/maps/24076/
- Thu Nov 23, 2017 3:52 pm
- Forum: General Discussion
- Topic: Smitty's Fall 2017 Playtest
- Replies: 51
- Views: 50237
Fake building build distance increased to 7. I don't think that's a good change. Having a building further away from others would spoil its fakeness. You can't put that in a testmap, but considering my BuildableArea Types pr is merged, we should give a change to let fakes built around other fakes. ...