Aircraft in Interior Maps
Should Not Be Possible
- RadicalEdward2
- Posts: 80
- Joined: Sat Feb 11, 2017 12:34 am
- Location: NJ
I've come to terms that I need to learn how to mod stuff but, the wall hit detection is a different story though.
I think now that I've removed buildable aircraft from the equation, I can live with the planes dropping crates in the tunnels. It always happens when I least expect it and it always makes me laugh because I keep forgetting that cargo drops are a thing.
I think now that I've removed buildable aircraft from the equation, I can live with the planes dropping crates in the tunnels. It always happens when I least expect it and it always makes me laugh because I keep forgetting that cargo drops are a thing.
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- Posts: 9
- Joined: Mon Mar 27, 2017 10:23 am
What was requested (disabling certain units) can already be implemented using YAML rules settings.
On wall hit detection, I have a feeling this might be possible with more complex modding (invisible walls, YAML edits to every single weapon so this new wall can block them, by 'complex' I mean expect months of experimenting to get an idea of what works... FOR SCIENCE! ). Or wait for RA2 cliff logic and see if you can somehow use that to your advantage.
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You know, Westwood did the same with INI files so that people (read: their staff) with less programming superpowers can have an easier time making missions that are out of the ordinary.
I have a feeling that even if game mutators / game modes are implemented in OpenRA (if they will), you still need to use YAML to gain good enough control over them.
Welcome to the reality of trying to make a machine do as you want it to do. And trying to get the non-programming type to see how stupid and silly a machine really is.
Here is to hoping more people appreciate the hard work and research done by modders and programmers alike. Every few weeks I see people asking for SAVE N' LOAD on the other project I am helping (MO), I am tempted to get them to upgrade to the Pencil'n'Paper OS (or the D'n'D variant). The Paper logic is great for creating save states I hear.
(BTW, OP makes really pleasing maps. If you need help in scripting them in YAML, I might take a closer look into the logic.
Just don't ask lovalmidas to make a mission out of it. You will regret it.)
On wall hit detection, I have a feeling this might be possible with more complex modding (invisible walls, YAML edits to every single weapon so this new wall can block them, by 'complex' I mean expect months of experimenting to get an idea of what works... FOR SCIENCE! ). Or wait for RA2 cliff logic and see if you can somehow use that to your advantage.
---------------------------------------------------------------
You know, Westwood did the same with INI files so that people (read: their staff) with less programming superpowers can have an easier time making missions that are out of the ordinary.
I have a feeling that even if game mutators / game modes are implemented in OpenRA (if they will), you still need to use YAML to gain good enough control over them.
Welcome to the reality of trying to make a machine do as you want it to do. And trying to get the non-programming type to see how stupid and silly a machine really is.
Here is to hoping more people appreciate the hard work and research done by modders and programmers alike. Every few weeks I see people asking for SAVE N' LOAD on the other project I am helping (MO), I am tempted to get them to upgrade to the Pencil'n'Paper OS (or the D'n'D variant). The Paper logic is great for creating save states I hear.
(BTW, OP makes really pleasing maps. If you need help in scripting them in YAML, I might take a closer look into the logic.
Just don't ask lovalmidas to make a mission out of it. You will regret it.)
- RadicalEdward2
- Posts: 80
- Joined: Sat Feb 11, 2017 12:34 am
- Location: NJ
I don't think I'm good enough to try making invisible walls just yet but, I feel like that would be something more along the lines of something the actual devs to work on because it applies to all Interior maps (including the missions in the game that use the tile set).lovalmidas wrote: ↑What was requested (disabling certain units) can already be implemented using YAML rules settings.
On wall hit detection, I have a feeling this might be possible with more complex modding (invisible walls, YAML edits to every single weapon so this new wall can block them, by 'complex' I mean expect months of experimenting to get an idea of what works... FOR SCIENCE! ). Or wait for RA2 cliff logic and see if you can somehow use that to your advantage.
---------------------------------------------------------------
You know, Westwood did the same with INI files so that people (read: their staff) with less programming superpowers can have an easier time making missions that are out of the ordinary.
I have a feeling that even if game mutators / game modes are implemented in OpenRA (if they will), you still need to use YAML to gain good enough control over them.
Welcome to the reality of trying to make a machine do as you want it to do. And trying to get the non-programming type to see how stupid and silly a machine really is.
Here is to hoping more people appreciate the hard work and research done by modders and programmers alike. Every few weeks I see people asking for SAVE N' LOAD on the other project I am helping (MO), I am tempted to get them to upgrade to the Pencil'n'Paper OS (or the D'n'D variant). The Paper logic is great for creating save states I hear.
(BTW, OP makes really pleasing maps. If you need help in scripting them in YAML, I might take a closer look into the logic.
Just don't ask lovalmidas to make a mission out of it. You will regret it.)
I will try to learn how to program other stuff but, it will take some time.
I want to tackle making actual missions but, I also want to make FMVs or voice overs to go along with it (which is probably an even bigger undertaking all on its own). I actually have considered wearing an entire desert US military uniform c.1990s (I own this already) just to make cheesy FMVs. Implementing the cutscenes would be a different story though.
Also, glad to hear you like my maps. I'm obsessed with the OpenRA map editor. I don't see myself stopping anytime soon because I have way too much fun trying to make stuff.
- Materianer
- Posts: 199
- Joined: Mon Jul 04, 2016 8:27 am
No question if aircraft would be banned from interior maps would this be a really nice feature
and would those maps some sort of special game mode.
You can see that it is working well in my http://resource.openra.net/maps/20511/ map.
You forgot some things wich should also be banned from interior maps @RadicalEdward2
It is the gps sattelite wich will not work in buildings, this will also balance the factions because spyplanes are also banned.
a nuke wich is flying to air and then hit the groung of course too.
And the shipyard/subpen is also useless somehow ;D
Add these lines to your yaml-code and your map should follow the official rules of interior maps
and would those maps some sort of special game mode.
You can see that it is working well in my http://resource.openra.net/maps/20511/ map.
You forgot some things wich should also be banned from interior maps @RadicalEdward2
It is the gps sattelite wich will not work in buildings, this will also balance the factions because spyplanes are also banned.
a nuke wich is flying to air and then hit the groung of course too.
And the shipyard/subpen is also useless somehow ;D
Add these lines to your yaml-code and your map should follow the official rules of interior maps
Code: Select all
World:
-CrateSpawner:
Player:
-HackyAI@NavalAI:
AFLD:
-Buildable:
HPAD:
-Buildable:
ATEK:
-GpsPower:
MSLO:
-Buildable:
AGUN:
-Buildable:
SAM:
-Buildable:
SYRD:
-Buildable:
SPEN:
-Buildable:
SYRF:
-Buildable:
SPEF:
-Buildable:
@Materia: Nice, thanks! Revised my old interior map with it: http://resource.openra.net/maps/20516
- Materianer
- Posts: 199
- Joined: Mon Jul 04, 2016 8:27 am
Hey no problem @SoScared i'm happy if i can help you.
i also updated my multiplayer-skirkish-maps
http://resource.openra.net/maps/20528/
http://resource.openra.net/maps/20529/
http://resource.openra.net/maps/20530/
http://resource.openra.net/maps/20531/
http://resource.openra.net/maps/20532/
http://resource.openra.net/maps/20533/
http://resource.openra.net/maps/20534/
http://resource.openra.net/maps/20536/
I made a rules.yaml file for new mapmodders
just write "Rules: rules.yaml" at the bottom of your map.yaml and add the rules.yaml wich you can find in some of these maps.
Unfortunatly i can't upload yaml files in this forum @Sleipnir
If someone is not able to upgrade his interior map with these rules just upload it to the resource center and leave a comment here, i will do this for you then.
i also updated my multiplayer-skirkish-maps
http://resource.openra.net/maps/20528/
http://resource.openra.net/maps/20529/
http://resource.openra.net/maps/20530/
http://resource.openra.net/maps/20531/
http://resource.openra.net/maps/20532/
http://resource.openra.net/maps/20533/
http://resource.openra.net/maps/20534/
http://resource.openra.net/maps/20536/
I made a rules.yaml file for new mapmodders
just write "Rules: rules.yaml" at the bottom of your map.yaml and add the rules.yaml wich you can find in some of these maps.
Unfortunatly i can't upload yaml files in this forum @Sleipnir
If someone is not able to upgrade his interior map with these rules just upload it to the resource center and leave a comment here, i will do this for you then.
- Materianer
- Posts: 199
- Joined: Mon Jul 04, 2016 8:27 am
Thanx for this important information heheanjew wrote: ↑You also cant upload replays or maps im pretty sure, they need to be in zip format so just copy the yaml to a zip file and upload it
- Attachments
-
- rules.yaml.zip
- Unpack this file put the yaml into your map and write "Rules: rules.yaml" at the bottom of your map.yaml for interior rules
- (234 Bytes) Downloaded 236 times
- Materianer
- Posts: 199
- Joined: Mon Jul 04, 2016 8:27 am