You sure that ship is rendered in the right angle/camera setup? Because it doesn't really look like that to me. Which actually can cause the problems thenafter.
Come to think of it, that artwork seems made for isometric POV.
Search found 277 matches
- Thu May 04, 2017 2:52 pm
- Forum: Mapping and Modding
- Topic: [TD] GunBoat turret problem, i need help to fix it
- Replies: 2
- Views: 3138
- Tue May 02, 2017 6:20 am
- Forum: Mapping and Modding
- Topic: Identifier Suffix @ How does this work?
- Replies: 3
- Views: 4244
Looking at the trait list: HiddenUnderFog does not support suffix or conditions by default. I'm fairly novice at this - and perhaps someone more experienced has a method for doing this - but I think without modifying the trait, the closest you could do is have air units visible at all times through...
- Mon Apr 17, 2017 1:17 pm
- Forum: General Discussion
- Topic: Original Ra - Open Ra - Competitive Ra
- Replies: 18
- Views: 13689
To the OP: Classic devs have gave up on balancing, since most of the people are casuals and only see things from the casual POV. As for what I personally think: at this stage, the default OpenRA mods should be competetive-oriented. Original RA or TD will never be achieved, anyone who believes in tha...
- Mon Feb 13, 2017 10:40 pm
- Forum: Mapping and Modding
- Topic: Installing ora mods using linux for former windows user
- Replies: 5
- Views: 5961
Ehhhhhhhhhhh, that's definitely wrong. go to home/username/.openra/mods and drop the mod there. You don't need sudo then. .openra is hidden however, but you'll need that folder anyway for the replays/screenshots and whatnot. In any case, I tend to keep my OpenRA folders under home in all cases thoug...
- Sat Feb 11, 2017 3:45 pm
- Forum: Mapping and Modding
- Topic: Crash from duplicate superpower
- Replies: 5
- Views: 3775
- Fri Feb 10, 2017 7:28 am
- Forum: Mapping and Modding
- Topic: RA units to TD
- Replies: 6
- Views: 7238
- Thu Feb 09, 2017 6:41 am
- Forum: General Discussion
- Topic: Should the auto-kick be faster?
- Replies: 4
- Views: 3207
Yeah, decrease the timer if you want gen2 mods unplayable on multiplayer! Without https://github.com/OpenRA/OpenRA/issues/11420 getting a fix, decreasing the kick window would trigger a lot of the gen2 MP mod testing sporadic with different PCs with players dropping on game start unrelated to any ac...
- Sun Jan 22, 2017 1:17 am
- Forum: General Discussion
- Topic: Music Files
- Replies: 10
- Views: 7360
- Sun Jan 15, 2017 6:37 pm
- Forum: Mapping and Modding
- Topic: Engineer Husk Salvage
- Replies: 5
- Views: 4238
You're wrong - it uses AttackTurreted with an invisible turret, see https://github.com/OpenRA/OpenRA/pull/9 ... f-44858120 why. You can check it in your yamls even.
- Sun Jan 15, 2017 1:26 pm
- Forum: Mapping and Modding
- Topic: Engineer Husk Salvage
- Replies: 5
- Views: 4238
Nah, it's completely possible to do this without engine changes - it's just a bit complex though. Give Engineers a weapon which can target and destroy these husks only with a custom damagetype. Add a SpawnActorOnDeath to all husks with an OwnerType of Killer using this engineer-weapon-only damagetyp...
- Sun Jan 01, 2017 9:19 pm
- Forum: General Discussion
- Topic: I Appreciate Your Work And Honastly Like OpenRa
- Replies: 18
- Views: 13398
- Sun Jan 01, 2017 5:51 pm
- Forum: General Discussion
- Topic: I Appreciate Your Work And Honastly Like OpenRa
- Replies: 18
- Views: 13398
- Fri Dec 23, 2016 3:34 am
- Forum: General Discussion
- Topic: Veteran pilots after spy infiltrating the barracks.
- Replies: 3
- Views: 2998
- Tue Dec 20, 2016 3:35 am
- Forum: General Discussion
- Topic: Having something be built under two different tabs
- Replies: 3
- Views: 2544
https://github.com/OpenRA/OpenRA/wiki/Traits#buildable - set Queues to list all the queues you'd like the building be accessed from. For examples, look at the shared buildings in the TD mod.
- Mon Dec 19, 2016 3:11 am
- Forum: General Discussion
- Topic: [RA] Experimental v2.2
- Replies: 24
- Views: 15642