Search found 24 matches
- Sat Jun 20, 2015 8:47 pm
- Forum: General Discussion
- Topic: The "Enemy detected" alert sound
- Replies: 21
- Views: 16184
OK, and how does those work if your opponent is not out for coffee at the time? It now requires you to have a 1-man distraction at the very least, and the notification gets nullified, because your enemy is distracted - something you should have been doing without the notification anyway. Otherwise y...
- Sat Jun 20, 2015 1:52 pm
- Forum: General Discussion
- Topic: The "Enemy detected" alert sound
- Replies: 21
- Views: 16184
- Sat Jun 20, 2015 11:23 am
- Forum: General Discussion
- Topic: The "Enemy detected" alert sound
- Replies: 21
- Views: 16184
- Mon Feb 02, 2015 2:46 pm
- Forum: General Discussion
- Topic: Left-click orders
- Replies: 6
- Views: 4807
I was sad to see the left-click orders go, since I was so used to them from the original games. However, I personally had problems with them in OpenRA, so I can't oppose the removal. Unfortunately bringing them back is more of a wishful thinking than a plan right now and I don't think anyone can pro...
- Tue Jan 27, 2015 2:59 pm
- Forum: Mapping and Modding
- Topic: How to select stuff in the editor?
- Replies: 2
- Views: 2646
- Thu Jan 22, 2015 8:41 pm
- Forum: Mapping and Modding
- Topic: Worm Manager
- Replies: 7
- Views: 6329
I think you should clone my repository (keep in mind that it will not be updated to match the latest code) and checkout the branch I linked you to. This can be done with any Git client. After that you will have to build the game.
See here.
See here.
- Thu Jan 22, 2015 2:26 pm
- Forum: Mapping and Modding
- Topic: Worm Manager
- Replies: 7
- Views: 6329
OK so I tested this (in TD). You are right, I got ahead of myself. The WormManager is not quite generic enough to handle such cases yet (as the name suggests). I hacked together a quick patch at https://github.com/penev92/OpenRA/commit/e7b62cd6b0e100d80a1588abc00d7276b5f75ab0 (I hope you can use thi...
- Tue Jan 20, 2015 6:19 pm
- Forum: Mapping and Modding
- Topic: Worm Manager
- Replies: 7
- Views: 6329
You don't need to do anything to the actors you spawn. Sounds like you did everything you need to.
Just tell the WormManager to spawn actor with name "c1" in the YAML file like this:
Just tell the WormManager to spawn actor with name "c1" in the YAML file like this:
Code: Select all
WormSignature: c1
- Tue Jan 20, 2015 4:12 pm
- Forum: Mapping and Modding
- Topic: Worm Manager
- Replies: 7
- Views: 6329
The Worm Manager is its own trait. It doesn't currently interact with any other traits (except the WormSpawner tag trait). You can make it spawn visceroids (or any other type of actors in theory) regardless of the mod. You just need to have actors with the WormSpawner trait on the map and attach the...