Search found 93 matches

by kaneCVR
Sun Apr 06, 2014 9:46 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

It's sad to see that there is so little interest in Singleplayer - witch is unfortunate, because I have no interest whatsoever in Multiplayer. Despite that, I'm still working on multiplayer balancing so my mod will be well rounded. I've reached this conclusion since people have been working on a SP ...
by kaneCVR
Mon Mar 31, 2014 6:31 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

Sorry for getting your hopes up, but we have since uncovered a critical bug in our Lua integration, and we need to do some major engine work in order to fix it. This has delayed the playtest by potentially quite some time. :(( - too bad... was really looking forward to it... Oh well, keep up the go...
by kaneCVR
Sun Mar 23, 2014 4:16 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

That's it.
by kaneCVR
Fri Mar 21, 2014 8:30 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

Speedy wrote: I've had some fun trying out this mod, and all I'm kinda wondering..

Why aren't you on moddb? ;)
I do have a moddb page. Just look under openra mods.
by kaneCVR
Thu Mar 20, 2014 9:48 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

This is an amazing play test, thank you OP Ye, we've been playing this for a few months now ( a group of about 5 people). Would love to see more units and factions in the mod. I'm glad you're having fun palying it. It's a lot of work, but I enjoy doing it. I don't know about new factions, only the ...
by kaneCVR
Mon Feb 24, 2014 11:30 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

Still waiting on a new playtest to inclde ActorOnCaptured and other features for SinglePlayer missions.... sitting on 12 single player missions, most of witch don't work without triggers like: - ActorOnCaptured - A LUA script that would allow me to give a player certain units/structures when they ar...
by kaneCVR
Thu Feb 20, 2014 10:43 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

Scott_NZ wrote: Those selection boxes could do with some shrinking.
Yeah, I know - the screenshots are from an early test for the unit.
by kaneCVR
Thu Feb 20, 2014 4:13 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

That's not a bad ideea. I'll think of something... right now I'm trying to come up with some more ground units.. Meet the new Soviet SPG: The ISU-152! It works like a cross between an artillery and a tank destroyer. It's turretless, and fires a slow 152mm HE shot that does great damage to buildings ...
by kaneCVR
Mon Feb 17, 2014 4:57 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

Does anyone have an easier way of setting Offsets for weapons? Is there some kind of tool available? I'm having a very hard time setting offsets for my new units and buildings... On a happier note, I have a new release -Beta 0.15 - Download link is here - Beta 0.15 (latest): http://www.datafilehost....
by kaneCVR
Tue Feb 11, 2014 8:47 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

Heyho, any other maps you like ported? Still best mod out there! Dunno... if you find any maps you like for either C&C or RA, you can convert them. I like it, but please fix the hotkeys. Attackmove builds stuff.. I know... I'm currently working on balance and polish. Should release something this w...
by kaneCVR
Thu Feb 06, 2014 1:21 am
Forum: Mapping and Modding
Topic: Why has nobody done this yet? Combine all factions...
Replies: 12
Views: 11003

Try my mod. It has GDI, NOD, the Allies and the Soviet. http://www.sleipnirstuff.com/forum/view ... 83&t=16375
by kaneCVR
Tue Feb 04, 2014 4:23 pm
Forum: Mapping and Modding
Topic: [Mod] Taco's RA [1.04]
Replies: 175
Views: 142045

Just thought i'd post my progress on my tank destroyer. So far, works! But uh.. Not really. I'm red but the tank is blue. xD You need to convert the mtnk.shp you used for that tank from it's C&C palette to a RA palette. Palettes are files that store colors used for units, buildings and tilesets ing...
by kaneCVR
Sun Feb 02, 2014 1:40 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

You should consider writing a function that you pass your array of actors and waypoints to. This would remove most of your duplication, and the copy-paste errors that came with that. The function would look similar to LoopPatrol. I wouldn't know how to do that. My coding skills are very basic. On a...
by kaneCVR
Fri Jan 31, 2014 9:43 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

Yeah, it's supposed to be "FirstNavaAttackWave[FirstNavalAttackWaveCount]"
by kaneCVR
Thu Jan 30, 2014 2:30 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 189284

Ok - found something new - this is either a bug, or my coding SUCKS... It looks to me as if the game engine does not recognize naval units... When I try to call for naval reinforcements, the game crashes with the following error: Red Alert: Tiberian Origins Mod at Version Beta 0.1 Operating System: ...