[Mini-mod] Red Alert Extended

Two new traits that will change how we make maps.

Information and discussion for custom maps and mods.
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Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

[Mini-mod] Red Alert Extended

Post by Holloweye »

This mod extends normal red alert with two new traits atm.

You can create maps like ones you always wanted. Tower Defense, survival, art of defense maps without any C# coding. Only need yaml to do this now.

First one is Spawner trait. It can spawn units for you at certain locations for a certain units with waves that you choose. It has the following attributes:

Code: Select all

Spawner:
    repeatCount = takes a number, how many times the waves will repeat.
    delay = takes a number, 25 = 1 sec. How long before the inital spawner should start.
    isSynced = true/false, if true all spawners on same unit type will only send messages once.
    sharedUnits = true/false, the units for each wave are shared equally between the spawns.
    waves:
        wave@1:
            autokill = takes a number, 25 = 1 sec, will kill all units after x amount of time for that wave.
            delay = takes a number, 25 = 1 sec, how long time before the wave should start spawning units.
            delayBetweenSubSpawn = takes a number, 25 = 1 sec, how long time before each unit will spawn
            repeatCount = takes a number, how many times it will repeat the wave.
            messageBegin = takes a string, will display the text before the wave will start
            messageDidBegin = takes a string, will display the text when the wave is started
            messageEnded = takes a string, will display the text when the wave is complete
            clear = true/fale, if true that means that the wave will wait until all units are dead before starting the next wave.
            maxUnits = takes a number, maximum number of spawned units on the map at the sametime.
            units = takes string array, with each unit name
            amounts = takes int array, with each unit amounts
            owner = takes string array, who will be owner of each unit.
example how units, amounts and owner works:
units: E1, E3
amounts: 3, 7
owner: Creeps, Multi0

also units: can take a coordinate to copy a unit ex:
units: {25|25}
that would copy unit a position at x: 25 y: 25.

that will create 3x of E1 for Creeps and 7x of E3 for Multi0

Then there is the second trait called Orderer. It can make units move attack to from one location to another.

Code: Select all

Orderer:
    delay = take a number, 25 = 1 sec, how often it will check if units are inside the area to move.
    location = takes a int array, ex: 25,23 if you want random between to points you can do 25,23,50,50 it would be random betwen 25,23 and 50,50
    effects = take a string array, which players will be effected by this trait. ex: Creeps, Multi0, Multi1
Example of how it could look like:

Code: Select all

Rules:
	mpspawn:
		Orderer:
			location:41,35
			effects: Creeps
		Spawner:
			isSynced: true
			sharedUnits: true
			Wave@1:
				units: E1
				amounts: 3
				owner: Creeps
				clear: true
				autokill: 500
				messageDidBegin: Wave 1 starting..
				messageBegin: Wave 1 will start..
				messageEnded: Wave 1 ended..
			Wave@2:
				delay: 200
				units: E3
				amounts: 4
				owner: Creeps
				clear: true
				messageDidBegin: Wave 2 starting..
				messageBegin: Wave 2 will start..
				messageEnded: Wave 2 ended..
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Scott_NZ
Posts: 94
Joined: Thu Sep 13, 2012 9:09 am

Post by Scott_NZ »

How about getting this polished up and merged in to ra?

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

Agreed. This is better than hard-coding mission scripts like https://github.com/chrisforbes/OpenRA/tree/zombies

Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

I'll make an attempt to a pull request.

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff »

Interesting, this sort of thing can open the door for all sorts of pseudo-mission stuff.

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zypres1
Posts: 276
Joined: Mon Oct 24, 2011 8:22 pm

yeah

Post by zypres1 »

Yeah, this will allow many cool games..

ideas:
https://github.com/OpenRA/OpenRA/wiki/M ... ding-Ideas

And write wishes for next version of this:
https://github.com/OpenRA/OpenRA/issues/2591

And we need to update the mapping on wiki: https://github.com/OpenRA/OpenRA/wiki/Mapping

Nukem
Posts: 137
Joined: Sat Sep 10, 2011 6:26 pm

Post by Nukem »

I'd be willing to finish up Chrisf's zombie map if he wouldn't mind.
Always wanted to make a zombie mission

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

Holloweye wrote: I'll make an attempt to a pull request.
Where is it? I thought about making a Dota map.

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