Search found 277 matches

by Graion Dilach
Fri Nov 25, 2016 1:56 am
Forum: General Discussion
Topic: Is there anything from Red Alert not yet implemented?
Replies: 41
Views: 35033

Pretty sure that our Tesla weaponry already behaves that way. When it charges due to inf it shoots three short burtsts enough for inf to die. When charging because of inf and then only a tank is left over for lets say 3rd shot, the shot is way weaker than compared to if it would have charged for th...
by Graion Dilach
Wed Nov 16, 2016 12:15 am
Forum: General Discussion
Topic: Red Alert: Let's make everything worth building! + ideas etc
Replies: 68
Views: 87037

I think Mobile units can not GiveBuildableArea yet. So wire/sandbag idea shouldn"t be possible without changing code. I cannot read anything in the codebase confirming this - infact, the code implies the opposite, GBA should work with units as well - https://github.com/OpenRA/OpenRA/blob/0f02a6ba7c...
by Graion Dilach
Mon Oct 17, 2016 6:27 pm
Forum: General Discussion
Topic: How to build my own Debian Package for OpenRA?
Replies: 3
Views: 2872

IMO you should just download everything under your home directory, do make dependencies && make all and call it a day.

That's how I handle my development directories.
by Graion Dilach
Fri Oct 07, 2016 8:10 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 906563

Is that in later games? Because In TS green tib still explodes, it just does one third of the damage. In TibSun, harvesters exploded based on the amount of money they stored. However only blue tiberium was explosive indeed (with chainreaction and all that), asin specific weapons could blow up the t...
by Graion Dilach
Sun Sep 25, 2016 10:46 pm
Forum: Mapping and Modding
Topic: [RA] Add 1-rank to paratroopers - map hack
Replies: 5
Views: 4650

Was tired, dammit, when I wrote that. 0 should have been null aka empty. >_> but it needs to be defined since the fallback would've been inherited and thereby would be barracks.infiltrated IIRC (Maybe it'd be more proper if it would require the appropriate techlevel prereq). It also have an InitialL...
by Graion Dilach
Sun Sep 25, 2016 6:51 pm
Forum: Mapping and Modding
Topic: [RA] Add 1-rank to paratroopers - map hack
Replies: 5
Views: 4650

Inherit a clone of E1, set RenderSprites to E1, override ProducibleWithLevel->Prerequsites to 0 on it and set paradrop to send the clone in, should do.
by Graion Dilach
Fri Sep 23, 2016 4:33 pm
Forum: General Discussion
Topic: If the devs implement mutators, what kind would you want?
Replies: 17
Views: 15000

I never expected https://github.com/OpenRA/OpenRA/issues/9422 getting a topic.
by Graion Dilach
Mon Sep 19, 2016 9:50 am
Forum: Mapping and Modding
Topic: Issues with OS SHP Builder OpenRA Utility
Replies: 1
Views: 2791

SHP Builder cannot handle spritesheets, and can only import frames - which is why it requires the filename 0000 syntax. Aka, first frame has 0000, second 0001 etc etc.. The sole way I'm aware a spritesheet can be converted to an SHP is to get XCC Mixer, set up it's directory to the OpenRA content di...
by Graion Dilach
Tue Sep 13, 2016 2:19 pm
Forum: Mapping and Modding
Topic: Upgrading maps older than Dec 2015
Replies: 1
Views: 2777

Upgrade rules are getting cleaned up between releases lately. So you first have to upgrade your map in the May release and only then you upgrade it with the playtest.

The splitting-map-rules option is optional.
by Graion Dilach
Sun Sep 04, 2016 11:19 am
Forum: Mapping and Modding
Topic: "Blood" traits
Replies: 1
Views: 2876

The idea is great, but a lot of the implementation details can be made better. So I went ahead and rewritten it to something much more OpenRA-compatible in https://github.com/GraionDilach/OpenRA.Mods.AS/commit/15438d51fda76178ceb77b151af8d45598476dcf sorry about that. Even without using the the prox...
by Graion Dilach
Sat Aug 27, 2016 10:59 pm
Forum: General Discussion
Topic: Combat analytics
Replies: 10
Views: 7109

I'd take a look to the diff, yes.
by Graion Dilach
Wed Aug 24, 2016 8:47 am
Forum: Mapping and Modding
Topic: Spy Hunt
Replies: 11
Views: 41497

MirageTD wrote: Also, I couldn't find a way to get the disguise sound working. I imagine it's possible since it was in RA2, which should mean that it is or will be a feature in OpenRA as well, but there doesn't seem to be any info pertaining to that.
Will be. Thank you for the reminder.
by Graion Dilach
Sat Aug 13, 2016 1:02 pm
Forum: General Discussion
Topic: Original Cutscenes in camapiagn
Replies: 2
Views: 2499

Yes, it is possible, albeit only manually in this release. From next release onwards though, the mod selection window will have a content manager requiring anyone to just provide the installation source.
by Graion Dilach
Wed Aug 10, 2016 11:36 am
Forum: General Discussion
Topic: Bug: mammoth tank randomly gets its full health restored
Replies: 4
Views: 3365

SoScared wrote: I didn't know heal crates affected all units on the map.
It's hardcoded to work like that.
by Graion Dilach
Thu Aug 04, 2016 3:30 pm
Forum: General Discussion
Topic: Deactivating some global sounds ?(Minelayers, medics, mecha)
Replies: 10
Views: 6736

Neither of the sounds the topic brought up are global sounds, but the whole discussion is related to https://github.com/OpenRA/OpenRA/issues/9487.

TLDR: the sound distance code is bogus and it probably would make more sense to mute sounds under FoW instead.