Map Yaml Help

Information and discussion for custom maps and mods.
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Anthrax
Posts: 5
Joined: Mon Oct 04, 2004 2:21 pm

Map Yaml Help

Post by Anthrax »

So, I'm just starting to get into modding OpenRA, and my first project is a small mod-map based on God's Great Divide.

The goal is to test the concepts (air-to-air combat, new country-specific units/abilities), but when I try to play the map, all I get is a "this map is not compatible with this version of OpenRA".

Obviously it's something I've done in the map's yaml: could someone a lot more experienced than me tell me how I've messed up, and where?

There's no Exception Log because I can't even play the map.

(Oh, and the referenced .auds are already in the map's .oramap).

Code: Select all

Rules:
	MIG:
		Inherits: ^Plane
		Buildable:
			Prerequisites: ~afld, stek, ~techlevel.unrestricted
		Valued:
			Cost: 1750
		Tooltip:
			Name: Mig Attack Plane
			Description: Fast Attack Plane.\n  Strong vs Buildings\n  Weak vs Infantry, Light Vehicles
		Health:
			HP: 75
		RevealsShroud:
			Range: 14c0
		Armament:
			Weapon: Maverick
		Plane:
			InitialFacing: 192
			ROT: 6
			Speed: 230
			RearmBuildings: afld
			RepulsionSpeed: 40
		AmmoPool:
			Ammo: 10
	MIG.Ukraine:
		Inherits: ^MIG
		Buildable:
			Prerequisites: ~afld, stek, ~aircraft.ukraine, ~techlevel.unrestricted
		Valued:
			Cost: 1600
		Tooltip:
			Name: Ukrainian Mig
			Description: Fast Ground-Attack Plane equipped with High Explosive Missiles.\n  Strong vs Ground\n  Weak vs Air
		Health:
			HP: 85
		RevealsShroud:
			Range: 15c0
			Armament:
		Weapon: MaverickUkraine
			LocalOffset: 0,-640,0, 0,640,0
			LocalYaw: -40, 24
		Plane:
			InitialFacing: 192
			ROT: 6
			Speed: 180
			RearmBuildings: afld
			RepulsionSpeed: 40
		AmmoPool:
			Ammo: 8
		Contrail@1:
			Offset: -598,-683,0
		Contrail@2:
			Offset: -598,683,0
		Contrail@3:
			Offset: -600,-690,0
		Contrail@4:
			Offset: -500,690,0
		RenderSprites:
			Image: mig
	YAK:
		Inherits: ^Plane
		RevealsShroud:
			Range: 11c0
	HELI:
		Inherits: ^Helicopter
		Buildable:
			Prerequisites: ~hpad, aircraft.allies, ~techlevel.medium
		Valued:
			Cost: 1500
		Tooltip:
			Name: Longbow
			Description: Helicopter Gunship with AG Missiles.\n  Strong vs Tanks\n  Weak vs Infantry
		RevealsShroud:
			Range: 13c0
		AmmoPool:
			Ammo: 10
	HELI.Germany:
		Inherits: ^Heli
		Buildable:
			Prerequisites: ~hpad, ~aircraft.germany, ~techlevel.medium
		Valued:
			Cost: 1400
		Tooltip:
			Name: F/A Longbow
			Description: Advanced Helicopter Gunship with AP Missiles and Chainguns.\n  Strong vs Ground
		Health:
			HP: 140
		RevealsShroud:
			Range: 14c0
		Armament@PRIMARY:
			Weapon: HellfireAP
			LocalOffset: 0,-213,-85
		Armament@SECONDARY:
			Weapon: Chainguns
			LocalOffset: 0,213,-85
		AttackHeli:
			FacingTolerance: 10
		Helicopter:
			CruiseAltitude: 1024
			RearmBuildings: hpad
			LandWhenIdle: false
			InitialFacing: 20
			ROT: 6
			Speed: 159
		AmmoPool:
			Ammo: 14
		SmokeTrailWhenDamaged:
			Offset: -227,0,0
		RenderSprites:
			Image: heli
	HIND:
		Inherits: ^Helicopter
		Buildable:
			Queue: Aircraft
			BuildAtProductionType: Helicopter
			BuildPaletteOrder: 20
			Prerequisites: ~hpad, aircraft.soviet, ~techlevel.medium
		Valued:
			Cost: 1350
	E2:
		Inherits: ^Infantry
		Explodes:
			Weapon: UnitExplodeSmall
			Chance: 20
	E4:
		Inherits: ^Infantry
		Buildable:
			Prerequisites: ~barr, ~techlevel.low
	E7:
		Inherits: ^Infantry
		Buildable:
			Queue: Infantry
			BuildAtProductionType: Soldier
			BuildPaletteOrder: 120
			Prerequisites: ~barracks, atek, ~techlevel.unrestricted
			BuildLimit: 1
	E4.Ukraine:
		Inherits: E4
		Buildable:
			Queue: Infantry
			BuildAtProductionType: Soldier
			BuildPaletteOrder: 70
			Prerequisites: ~barracks, ~!infantry.ukraine, ~techlevel.low
		Valued:
			Cost: 250
		Tooltip:
			Name: Ukrainian Flamethrower
			Description: Advanced anti-ground unit.\n  Strong vs Ground\n  Weak vs Air
		Selectable:
			Bounds: 12,17,0,-9
		Health:
			HP: 50
		Mobile:
			Speed: 56
		Armament@PRIMARY:
			Weapon: Flamethrower
			LocalOffset: 427,0,341
			FireDelay: 8
		Armament@GARRISONED:
			Name: garrisoned
			Weapon: Flamer
		AttackFrontal:
		TakeCover:
			DamageModifiers:
				Prone50Percent: 50
			DamageTriggers: TriggerProne
		WithInfantryBody:
			IdleSequences: idle1,idle2
			StandSequences: stand,stand2
		RenderSprites:
			Image: e4
	SPY:
		Inherits: ^Infantry
		Buildable:
			Queue: Infantry
			BuildAtProductionType: Soldier
			BuildPaletteOrder: 90
			Prerequisites: ~!infantry.england, ~infantry.allies, dome, ~barracks, ~techlevel.medium
	SPY.England:
		Inherits: SPY
		WithDisguisingInfantryBody:
		Buildable:
			Prerequisites: ~infantry.england, dome, ~barracks, ~techlevel.medium
		Valued:
			Cost: 250
		Health:
			HP: 35
		Mobile:
			Speed: 66
			TerrainSpeeds:
				River: 46
		RevealsShroud:
			Range: 6c0
		DisguiseToolTip:
			Name: British Spy
		RenderSprites:
			Image: spy
	MECH:
		Inherits: ^Infantry
		Buildable:
			Prerequisites: ~tent, ~techlevel.medium
	THF:
		Inherits: ^Infantry
		Buildable:
			Queue: Infantry
			BuildAtProductionType: Soldier
			BuildPaletteOrder: 90
			Prerequisites: ~tent, ~techlevel.low
		Valued:
			Cost: 300
		Tooltip:
			Name: Thief
			Description: Steals enemy credits.\n  Strong vs Nothing\n  Weak vs Everything\n
		Selectable:
			Bounds: 12,17,0,-9
		Health:
			HP: 25
		Mobile:
			Speed: 56
		RevealsShroud:
			Range: 7c0
		Passenger:
			PipType: Yellow
		Infiltrates:
			InfiltrateTypes: Cash
		TakeCover:
			DamageModifiers:
				Prone50Percent: 50
			DamageTriggers: TriggerProne
		-AutoTarget:
		Voiced:
			VoiceSet: ThiefVoice
	THF.France:
		Inherits: THF
		Buildable:
			Queue: Infantry
			BuildAtProductionType: Soldier
			BuildPaletteOrder: 90
			Prerequisites: ~infantry.france, ~tent, ~techlevel.low
		Valued:
			Cost: 250
		Tooltip:
			Name: French Thief
			Description: Steals enemy credits.\n  Strong vs Nothing\n  Weak vs Everything\n
		Selectable:
			Bounds: 12,17,0,-9
		Health:
			HP: 35
		Mobile:
			Speed: 66
		RevealsShroud:
			Range: 7c0
		Passenger:
			PipType: Yellow
		Infiltrates:
			InfiltrateTypes: Cash
		TakeCover:
			DamageModifiers:
				Prone50Percent: 50
			DamageTriggers: TriggerProne
		-AutoTarget:
		Voiced:
			VoiceSet: ThiefVoice
		RenderSprites:
			Image: thf
	SHOK:
		Inherits: ^Infantry
		Buildable:
			Queue: Infantry
			BuildAtProductionType: Soldier
			BuildPaletteOrder: 130
			Prerequisites: ~barracks, stek, ~infantry.russia, ~techlevel.unrestricted
		Valued:
			Cost: 450
		Tooltip:
			Name: Shock Trooper
			Description: Elite infantry with portable tesla coils.\n Strong vs Infantry\n Weak vs Aircraft
		Selectable:
			Bounds: 12,17,0,-9
		Health:
			HP: 90
		Mobile:
			Speed: 49
		RevealsShroud:
			Range: 5c0
		Armament@PRIMARY:
			Weapon: PortaTesla
			LocalOffset: 427,0,341
		Armament@GARRISONED:
			Name: garrisoned
			Weapon: PortaTesla
		AttackFrontal:
		TakeCover:
			DamageModifiers:
				Prone50Percent: 50
			DamageTriggers: TriggerProne
		WithInfantryBody:
			IdleSequences: idle1,idle2
			StandSequences: stand,stand2
		Voiced:
			VoiceSet: ShokVoice
	SNIPER:
		Inherits: ^Infantry
		Valued:
			Cost: 600
		Tooltip:
			Name: British Sniper
			Description: Elite sniper infantry unit.\nCan detect cloaked units.\n  Strong vs Infantry\n  Weak vs Vehicles
		Buildable:
			Queue: Infantry
			BuildAtProductionType: Soldier
			BuildPaletteOrder: 80
			Prerequisites: ~infantry.england, dome, ~techlevel.medium
		Selectable:
			Bounds: 12,17,0,-6
		Mobile:
			Speed: 56
		Health:
			HP: 80
		Passenger:
			PipType: Red
		RevealsShroud:
			Range: 6c0
		AutoTarget:
			InitialStance: ReturnFire
		Armament@PRIMARY:
			Weapon: Sniper
		Armament@GARRISONED:
			Name: garrisoned
			Weapon: Sniper
			MuzzleSequence: garrison-muzzle
		AttackFrontal:
		TakeCover:
			DamageModifiers:
				Prone50Percent: 50
			DamageTriggers: TriggerProne
		WithInfantryBody:
			IdleSequences: idle1,idle2
			StandSequences: stand,stand2
		Cloak:
			InitialDelay: 250
			CloakDelay: 120
			CloakSound:
			UncloakSound:
			UncloakOnMove: yes
		DetectCloaked:
			Range: 3
		-MustBeDestroyed:
		Voiced:
			VoiceSet: SpyVoice
	SPEF:
		Inherits: ^FakeBuilding
		TargetableBuilding:
			TargetTypes: Ground, Water
		Buildable:
			BuildPaletteOrder: 910
			Queue: Defense
			Prerequisites: ~structures.france, ~techlevel.medium
		Tooltip:
			Icon: fake-icon
			Name: Fake Sub Pen
			Description: Looks like a Sub Pen.
			GenericName: Sub Pen
			GenericVisibility: Enemy
			GenericStancePrefix: False
		Building:
			Footprint: xxx xxx xxx
			Dimensions: 3,3
			Adjacent: 8
			TerrainTypes: Water
		RenderBuilding:
			Image: SPEN
		Valued:
			Cost: 350
		EditorTilesetFilter:
			ExcludeTilesets: INTERIOR
		RequiresPower:
		DisabledOverlay:
	FACF:
		Inherits: ^FakeBuilding
		Valued:
			Cost: 650
	WEAF:
		Inherits: ^FakeBuilding
		Valued:
			Cost: 500
	SYRF:
		Inherits: ^FakeBuilding
		Valued:
			Cost: 350
	DOMF:
		Inherits: ^FakeBuilding
		Valued:
			Cost: 600
	ATEF:
		Inherits: ^FakeBuilding
		Valued:
			Cost: 700
	PDOF:
		Inherits: ^FakeBuilding
		Valued:
			Cost: 600
	MSLF:
		Inherits: ^FakeBuilding
		Valued:
			Cost: 800
	DD:
		Inherits: ^Ship
		RevealsShroud:
			Range: 7c0
	V2RL:
		Inherits: ^Vehicle
		Mobile:
			Speed: 90
		RevealsShroud:
			Range: 6c0
	1TNK:
		Inherits: ^Tank
		Valued:
			Cost: 600
		RevealsShroud:
			Range: 5c0
		Turreted:
			ROT: 6
	1TNK.France:
		Inherits: ^1TNK
		Buildable:
			Queue: Vehicle
			BuildPaletteOrder: 50
			Prerequisites: ~vehicles.france, ~techlevel.low
		Valued:
			Cost: 750
		Tooltip:
			Name: French Light Tank
			Description: Light Tank, good for light assault duties.\n  Strong vs Light Vehicles, Structures\n  Weak vs Tanks, Aircraft
		Health:
			HP: 230
		Armor:
			Type: Heavy
		Mobile:
			Speed: 135
			Crushes: wall, mine, crate, infantry
		RevealsShroud:
			Range: 6c0
		Turreted:
			ROT: 6
		Armament:
			Weapon: 70mm
			Recoil: 85
			RecoilRecovery: 35
			LocalOffset: 768,0,90
			MuzzleSequence: muzzle
		AttackTurreted:
		WithMuzzleFlash:
		RenderUnit:
		WithTurret:
		AutoTarget:
		Explodes:
			Weapon: UnitExplodeSmall
			EmptyWeapon: UnitExplodeSmall
		LeavesHusk:
			HuskActor: 1TNK.Husk
		RenderSprites:
			Image: 1tnk
	4TNK:
		Inherits: ^Tank
		Buildable:
			Queue: Vehicle
			BuildPaletteOrder: 190
			Prerequisites: fix, stek, ~techlevel.unrestricted
	ARTY:
		Inherits: ^Tank
		Valued:
			Cost: 850
	APC:
		Inherits: ^Tank
		Buildable:
			Queue: Vehicle
			BuildPaletteOrder: 40
			Prerequisites: ~vehicles.allies, ~techlevel.low
	MNLY.AP:
		Inherits: ^Tank
		AmmoPool:
			Ammo: 10
			RearmSound: minelay1.aud
	MNLY.AT:
		Inherits: ^Tank
		AmmoPool:
			Ammo: 10
			RearmSound: minelay1.aud
	MGG:
		Inherits: ^Vehicle
			Mobile:
			Speed: 90
		RevealsShroud:
			Range: 7c0
		CreatesShroud:
			Range: 7c0
	MRJ:
		Inherits: ^Vehicle
		Tooltip:
			Name: Mobile Radar Jammer
			Description: Jams nearby enemy Radar Domes\nand deflects incoming missiles.\nCan detect cloaked units.\n  Unarmed
		JamsRadar:
			Range: 20
		JamsMissiles:
			Range: 5
			AlliedMissiles: False
	TTNK:
		Inherits: ^Tank
		Buildable:
			Queue: Vehicle
			BuildPaletteOrder: 180
			Prerequisites: stek, ~vehicles.russia, ~techlevel.unrestricted
	FTRK:
		Inherits: ^Vehicle
		Cargo:
			Types: Infantry
			MaxWeight: 3
			PipCount: 3
	CTNK:
		Inherits: ^Vehicle
		Buildable:
			Queue: Vehicle
			BuildPaletteOrder: 210
			Prerequisites: atek, ~vehicles.germany, ~techlevel.unrestricted
		Mobile:
			Speed: 123
			Crushes: wall, mine, crate, infantry
	QTNK:
		Inherits: ^Tank
		Buildable:
			Queue: Vehicle
			BuildPaletteOrder: 200
			Prerequisites: fix, stek, ~techlevel.unrestricted
	STNK:
		Inherits: ^Vehicle
		Buildable:
			Queue: Vehicle
			BuildPaletteOrder: 140
			Prerequisites: atek, ~vehicles.england, ~techlevel.unrestricted
		Health:
			HP: 330
		Mobile:
			Speed: 120
			Crushes: wall, mine, crate, infantry
		RevealsShroud:
			Range: 8c0
		Cargo:
			Types: Infantry
			MaxWeight: 5
			PipCount: 5
	GAP:
		Inherits: ^Building
		Buildable:
			Queue: Defense
			BuildPaletteOrder: 110
			Prerequisites: atek, ~techlevel.unrestricted
	GAP.Germany:
		Inherits: ^GAP
		Valued:
			Cost: 900
		Tooltip:
			Name: Advanced Gap Generator
			Description: Obscures the enemy's view with shroud.\nRequires power to operate.
		Buildable:
			Queue: Defense
			BuildPaletteOrder: 110
			Prerequisites: atek, ~structures.germany, ~techlevel.unrestricted
		Health:
			HP: 1200
		RevealsShroud:
			Range: 7c0
		Bib:
			HasMinibib: Yes
		CreatesShroud:
			Range: 7c0
		RenderShroudCircle:
		Power:
			Amount: -80
		RenderSprites:
			Image: gap
	IRON:
		Inherits: ^Building
		Buildable:
			Queue: Defense
			BuildPaletteOrder: 130
			Prerequisites: stek, ~techlevel.unrestricted
			BuildLimit: 1
	IRON.Ukraine:
		Inherits: ^IRON
		Buildable:
			Queue: Defense
			BuildPaletteOrder: 130
			Prerequisites: stek, ~structures.ukraine, ~techlevel.unrestricted
			BuildLimit: 1
		Health:
			HP: 1200
		GrantUpgradePower@IRONCURTAIN:
			Icon: invuln
			ChargeTime: 130
			Description: Extended Invulnerability
			LongDesc: Makes a group of units invulnerable\nfor 25 seconds.
			Duration: 625
			SelectTargetSound: slcttgt1.aud
			InsufficientPowerSound: nopowr1.aud
			BeginChargeSound: ironchg1.aud
			EndChargeSound: ironrdy1.aud
			DisplayRadarPing: True
			Upgrades: invulnerability
		SupportPowerChargeBar:
		Power:
			Amount: -230
	PDOX:
		Inherits: ^Building
		Buildable:
			Queue: Defense
			BuildPaletteOrder: 120
			Prerequisites: atek, ~techlevel.unrestricted
			BuildLimit: 1
	DOME.France:
		Inherits: ^Dome
		Buildable:
			Queue: Building
			BuildPaletteOrder: 90
			Prerequisites: proc, structures.france, ~techlevel.medium
		Valued:
			Cost: 1900
		Tooltip:
			Name: French Radar Dome
			Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nJams nearby enemy Radar Domes\nand deflects incoming missiles.\n  Requires power to operate.
			Health:
			HP: 1000
		RevealsShroud:
			Range: 11c0
		Bib:
		ProvidesRadar:
		InfiltrateForExploration:
		JamsRadar:
			Range: 25
		JamsMissiles:
			Range: 4
			AlliedMissiles: False
		RenderJammerCircle:
		DetectCloaked:
			Range: 13
		RenderDetectionCircle:
		Power:
			Amount: -60
	PBOX:
		Inherits: ^Defense
		Buildable:
			Queue: Defense
			BuildPaletteOrder: 40
			Prerequisites: tent, ~techlevel.low
	HBOX:
		Inherits: ^Defense
		Buildable:
			Queue: Defense
			BuildPaletteOrder: 50
			Prerequisites: tent, ~techlevel.medium
	GUN:
		Inherits: ^Defense
		Buildable:
			Queue: Defense
			BuildPaletteOrder: 70
			Prerequisites: tent, ~techlevel.medium
	FTUR:
		Inherits: ^Defense
		Buildable:
			Queue: Defense
			BuildPaletteOrder: 60
			Prerequisites: barr, ~techlevel.low
	SILO:
		Inherits: ^Building
		Tooltip:
			Name: Silo
			Description: Stores excess refined Ore and Gems.\nRefines Ore over time.
		CashTrickler:
			Period: 375
			Amount: 15
			CaptureAmount: 100
	HPAD:
		Inherits: ^Building
		Buildable:
			Queue: Building
			BuildPaletteOrder: 120
			Prerequisites: dome, ~techlevel.medium
		ProvidesPrerequisite@soviet:
			Race: soviet, russia, ukraine
			Prerequisite: aircraft.soviet
		ProvidesPrerequisite@sovietvanilla:
			Race: soviet
			Prerequisite: aircraft.sovietvanilla
		ProvidesPrerequisite@russia:
			Race: russia
			Prerequisite: aircraft.russia
		ProvidesPrerequisite@ukraine:
			Race: ukraine
			Prerequisite: aircraft.ukraine
		ProvidesPrerequisite@sovietstructure:
			RequiresPrerequisites: structures.soviet
			Prerequisite: aircraft.soviet
		ProvidesPrerequisite@sovietvanillastructure:
			RequiresPrerequisites: structures.sovietvanilla
			Prerequisite: aircraft.sovietvanilla
		ProvidesPrerequisite@russianstructure:
			RequiresPrerequisites: structures.russia
			Prerequisite: aircraft.russia
		ProvidesPrerequisite@ukrainianstructure:
			RequiresPrerequisites: structures.ukraine
			Prerequisite: aircraft.ukraine
	AFLD:
		Inherits: ^Building
		Buildable:
			Queue: Building
			BuildPaletteOrder: 130
			Prerequisites: dome, ~structures.soviet, ~techlevel.medium
		ParatroopersPower@paratroopers:
			OrderName: RussianVehicleDrop
			Prerequisites: aircraft.russia, ~fix
			Icon: paratroopers
			ChargeTime: 420
			Description: Russian Vehicle Drop
			LongDesc: A pair of Badgers drop a squad of vehicles\nanywhere on the map.
			DropItems: 3tnk, ftrk, ftrk
			SelectTargetSound: slcttgt1.aud
			AllowImpassableCells: false
			QuantizedFacings: 8
			CameraActor: camera.paradrop
			UnitType: badr
			SquadSize: 2
			SquadOffset: 1792,1792,0
			DisplayBeacon: true
			BeaconPoster: pinficon

Sequences:

VoxelSequences:

Weapons:
	Sniper:
		Report: RAMGUNB.AUD
		ReloadDelay: 70
		Range: 9c0
		Projectile: Bullet
			Speed: 1c682
		Warhead@1Dam: SpreadDamage
			Spread: 42
			Damage: 140
			ValidTargets: Infantry
			Versus:
				None: 100
				Wood: 0
				Light: 0
				Heavy: 0
				Concrete: 0
			DamageTypes: Prone50Percent, TriggerProne, BulletDeath
	ChainGun:
		ReloadDelay: 10
		Range: 5c0
		MinRange: 0c768
		Report: GUN13.AUD
		Projectile: Bullet
			Speed: 1c682
			Blockable: false
		Warhead@1Dam: SpreadDamage
			Spread: 128
			Damage: 30
			ValidTargets: Air, Ground, Water
			Versus:
				None: 120
				Wood: 50
				Light: 60
				Heavy: 25
				Concrete: 25
			DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		Warhead@2Eff: CreateEffect
			Explosion: piffs
			InvalidImpactTypes: Water
		Warhead@3EffWater: CreateEffect
			Explosion: water_piffs
			ValidImpactTypes: Water
	ChainGun.Yak:
		ReloadDelay: 3
		Range: 5c0
		MinRange: 3c0
		Report: GUN13.AUD
		Projectile: Bullet
			Speed: 1c682
			Blockable: false
		Warhead@1Dam: SpreadDamage
			Spread: 128
			Damage: 40
			ValidTargets: Air, Ground, Water
			Versus:
				Wood: 50
				Light: 60
				Heavy: 25
				Concrete: 25
			DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		Warhead@2Eff: CreateEffect
			Explosion: piffs
			InvalidImpactTypes: Water
		Warhead@3EffWater: CreateEffect
			Explosion: water_piffs
			ValidImpactTypes: Water
	Maverick:
		ReloadDelay: 30
		Range: 10c0
		MinRange: 3c0
		Report: MISSILE7.AUD
		Burst: 2
		BurstDelay: 7
		ValidTargets: Ground, Water, Air
		Projectile: Missile
			Speed: 256
			Arm: 2
			Blockable: false
			ContrailLength: 10
			Inaccuracy: 512
			Image: DRAGON
			RateOfTurn: 5
			RangeLimit: 60
		Warhead@1Dam: SpreadDamage
			Spread: 128
			Damage: 75
			ValidTargets: Ground, Water, Air
			Versus:
				None: 30
				Wood: 75
				Light: 75
				Concrete: 50
			DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		Warhead@2Smu: LeaveSmudge
			SmudgeType: Crater
		Warhead@3Eff: CreateEffect
			Explosion: med_explosion
			ImpactSound: kaboom25.aud
			InvalidImpactTypes: Water
		Warhead@4EffWater: CreateEffect
			Explosion: med_splash
			ImpactSound: splash9.aud
			ValidImpactTypes: Water
	MaverickUkraine:
		ReloadDelay: 40
		Range: 12c0
		MinRange: 4c0
		Report: ROCKETC.AUD
		Burst: 2
		BurstDelay: 7
		ValidTargets: Ground, Water
		Projectile: Missile
			Speed: 256
			Arm: 2
			Blockable: false
			ContrailLength: 5
			Inaccuracy: 412
			Image: DRAGON
			RateOfTurn: 5
			RangeLimit: 70
		Warhead@1Dam: SpreadDamage
			Spread: 128
			Damage: 85
			ValidTargets: Ground, Water
			Versus:
				None: 50
				Wood: 75
				Light: 75
				Concrete: 50
			DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		Warhead@2Smu: LeaveSmudge
			SmudgeType: Crater
		Warhead@3Eff: CreateEffect
			Explosion: med_explosion
			ImpactSound: kaboom25.aud
			InvalidImpactTypes: Water
		Warhead@4EffWater: CreateEffect
			Explosion: large_splash
			ImpactSound: splash9.aud
			ValidImpactTypes: Water
		Warhead@5Eff: CreateEffect
			Explosion: napalm
			ImpactSound: firebl3.aud
			InvalidImpactTypes: Water
	MADTankThump:
		InvalidTargets: MADTank
		Warhead@1Dam: HealthPercentageDamage
			Spread: 7c0
			Damage: 1
			InvalidTargets: MADTank
			Versus:
				None: 0
	MADTankDetonate:
		InvalidTargets: MADTank
		Warhead@1Dam: HealthPercentageDamage
			Spread: 9c0
			Damage: 40
			InvalidTargets: MADTank
			Versus:
				None: 0
		Warhead@2Smu: LeaveSmudge
			SmudgeType: Crater
			Size: 7,6
		Warhead@3Eff: CreateEffect
			Explosion: med_explosion
			ImpactSound: mineblo1.aud
	PortaTesla:
		ReloadDelay: 75
		Range: 5c0
		Report: TESLA1.AUD
		Charges: yes
		Projectile: TeslaZap
		Warhead@1Dam: SpreadDamage
			Spread: 42
			Damage: 40
			Versus:
				None: 1000
			DamageTypes: Prone50Percent, TriggerProne, ElectricityDeath
	Flamethrower:
		ReloadDelay: 55
		Range: 6c0
		Report: FLAMERB.AUD
		Projectile: Bullet
			Speed: 180
			Inaccuracy: 680
		Warhead@1Dam: SpreadDamage
			Spread: 341
			Damage: 12
			Versus:
				None: 100
				Wood: 100
				Light: 100
				Heavy: 25
			DamageTypes: Prone50Percent, TriggerProne, FireDeath
		Warhead@2Smu: LeaveSmudge
			SmudgeType: Scorch
		Warhead@3Eff: CreateEffect
			Explosion: small_napalm
			ImpactSound: flamerB.aud
	DepthCharge:
		ReloadDelay: 49
		Range: 6c0
		ValidTargets: Underwater
		Projectile: Bullet
			Speed: 85
			Image: BOMB
			Angle: 62
			Blockable: false
			Inaccuracy: 108
	ChainGun:
		ReloadDelay: 10
		Range: 5c0
		MinRange: 0c768
		Report: GUN13.AUD
		Projectile: Bullet
			Speed: 1c682
			Blockable: false
		Warhead@1Dam: SpreadDamage
			Spread: 128
			Damage: 30
			ValidTargets: Air, Ground, Water
			Versus:
				None: 120
				Wood: 50
				Light: 60
				Heavy: 25
				Concrete: 25
			DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		Warhead@2Eff: CreateEffect
			Explosion: piffs
			InvalidImpactTypes: Water
		Warhead@3EffWater: CreateEffect
			Explosion: water_piffs
			ValidImpactTypes: Water
	ChainGun.Yak:
		ReloadDelay: 3
		Range: 5c0
		MinRange: 3c0
		Report: GUN13.AUD
		Projectile: Bullet
			Speed: 1c682
			Blockable: false
		Warhead@1Dam: SpreadDamage
			Spread: 128
			Damage: 40
			ValidTargets: Air, Ground, Water
			Versus:
				Wood: 50
				Light: 60
				Heavy: 25
				Concrete: 25
			DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		Warhead@2Eff: CreateEffect
			Explosion: piffs
			InvalidImpactTypes: Water
		Warhead@3EffWater: CreateEffect
			Explosion: water_piffs
			ValidImpactTypes: Water
	HellfireAP:
		ReloadDelay: 60
		Range: 4c0
		MinRange: 1c256
		Report: ROCKETB.AUD
		Burst: 2
		BurstDelay: 10
		ValidTargets: Vehicles, Structures, Water, Air
		Projectile: Missile
			Speed: 384
			Arm: 2
			Blockable: false
			ContrailLength: 10
			Inaccuracy: 108
			Image: DRAGON
			RateOfTurn: 10
			RangeLimit: 24
		Warhead@1Dam: SpreadDamage
			Spread: 128
			Damage: 60
			ValidTargets: Ground, Water
			Versus:
				None: 30
				Wood: 75
				Light: 75
				Concrete: 50
			DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		Warhead@2Smu: LeaveSmudge
			SmudgeType: Crater
		Warhead@3Eff: CreateEffect
			Explosion: med_explosion
			ImpactSound: kaboom25.aud
			InvalidImpactTypes: Water
		Warhead@4EffWater: CreateEffect
			Explosion: med_splash
			ImpactSound: splash9.aud
			ValidImpactTypes: Water
	Chainguns:
		ReloadDelay: 20
		Burst: 2
		BurstDelay: 0
		Range: 5c0
		MinRange: 0c768
		ValidTargets: Infantry
		Report: mgun11b.aud
		Projectile: Bullet
			Speed: 1c682
			Blockable: false
		Warhead@1Dam: SpreadDamage
			Spread: 256
			Damage: 25
			ValidTargets: Ground
			Versus:
				None: 100
				Wood: 50
				Light: 75
				Heavy: 25
			DamageTypes: Prone50Percent, TriggerProne, BulletDeath
		Warhead@2Eff: CreateEffect
			Explosion: piffs
		Warhead@3Eff: CreateEffect
			Explosion: piffs
			InvalidImpactTypes: Water
	Stinger:
		ReloadDelay: 55
		Range: 10c0
		Report: MISSILE6.AUD
		Burst: 2
		BurstDelay: 0
		ValidTargets: Ground, Water
		Projectile: Missile
			Arm: 3
			Blockable: false
			ContrailLength: 10
			Image: DRAGON
			RateOfTurn: 20
			RangeLimit: 50
			Speed: 175
		Warhead@1Dam: SpreadDamage
			Spread: 128
			Damage: 35
			ValidTargets: Air, Ground, Water
			Versus:
				None: 30
				Wood: 75
				Light: 75
				Concrete: 50
			DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	2Inch:
		ReloadDelay: 50
		Range: 6c512
		Report: CANNON2.AUD
		Projectile: Bullet
			Speed: 426
			Image: 120MM
		Warhead@1Dam: SpreadDamage
			Spread: 128
			Damage: 30
			Versus:
				None: 30
				Wood: 75
				Light: 75
				Concrete: 50
			DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	8Inch:
		ReloadDelay: 220
		Range: 17c0
		Burst: 2
		Report: TURRET1.AUD
		Projectile: Bullet
			Speed: 204
			Blockable: false
			Angle: 62
			Inaccuracy: 1c938
			Image: 120MM
			ContrailLength: 30
		Warhead@1Dam: SpreadDamage
			Spread: 213
			Damage: 40
			Falloff: 1000, 368, 135, 50, 18, 7, 0
			Versus:
				None: 60
				Wood: 75
				Light: 60
				Heavy: 25
			DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
	SubMissile:
		ReloadDelay: 300
		Range: 16c0
		Burst: 2
		Report: MISSILE6.AUD
		Projectile: Bullet
			Speed: 102
			Blockable: false
			Angle: 165
			Inaccuracy: 1c438
			Image: MISSILE
			Trail: smokey
			ContrailLength: 30
		Warhead@1Dam: SpreadDamage
			Spread: 426
			Damage: 30
			Falloff: 1000, 368, 135, 50, 18, 7, 0
			Versus:
				None: 40
				Light: 30
				Heavy: 30
			DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
	SCUD:
		ReloadDelay: 240
		Range: 11c0
		MinRange: 3c0
		Report: MISSILE1.AUD
		Projectile: Bullet
			Speed: 170
			Blockable: false
			Shadow: false
			Trail: smokey
			TrailDelay: 5
			Inaccuracy: 200
			Image: V2
			Angle: 62
	25mm:
		ReloadDelay: 13
		Range: 5c0
		Report: CANNON2.AUD
		Projectile: Bullet
			Speed: 853
			Image: 50CAL
		Warhead@1Dam: SpreadDamage
			Spread: 128
			Damage: 22
			Versus:
				None: 30
				Wood: 40
				Heavy: 40
				Concrete: 30
			DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
	70mm:
		ReloadDelay: 13
		Range: 4c0
		Report: TNKFIREB.AUD
		Projectile: Bullet
			Speed: 853
			Image: 120MM
		Warhead@1Dam: SpreadDamage
			Spread: 128
			Damage: 25
			Versus:
				None: 35
				Wood: 40
				Heavy: 45
				Concrete: 40
			DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		Warhead@2Smu: LeaveSmudge
			SmudgeType: Crater
		Warhead@3EffGround: CreateEffect
			Explosion: small_frag
			ImpactSound: xplos.aud
			InvalidImpactTypes: Water
		Warhead@4EffWater: CreateEffect
			Explosion: small_splash
			ValidImpactTypes: Water
	155mm:
		ReloadDelay: 95
		Range: 13c0
		MinRange: 3c0
		Report: TANK5.AUD
	TTankZap:
		ReloadDelay: 100
		Range: 7c0
		Report: TESLA1.AUD
	APTusk:
		ReloadDelay: 55
		Range: 7c0
		Report: MISSILE6.AUD
		ValidTargets: Ground, Water, Air
		Projectile: Missile
			Speed: 298
			Arm: 2
			Blockable: false
			Trail: smokey
			ContrailLength: 10
			Inaccuracy: 110
			Image: DRAGON
			RateOfTurn: 10
			RangeLimit: 22
		Warhead@1Dam: SpreadDamage
			Spread: 128
			Damage: 40
			ValidTargets: Ground, Water, Air
			Versus:
				None: 30
				Wood: 75
				Light: 75
				Concrete: 50
Thank you for any help you can give me! I really want to make some bitchin' custom maps to spice things up!
Attachments
Yggdrasills-Divide.oramap
(67.05 KiB) Downloaded 294 times

Anthrax
Posts: 5
Joined: Mon Oct 04, 2004 2:21 pm

Post by Anthrax »

...And I just realized I missed a few ^'s in Inherit.

D'oh.

User avatar
Graion Dilach
Posts: 277
Joined: Fri May 15, 2015 5:57 pm

Post by Graion Dilach »

You can use OpenRA.Utility's --check-yaml feature to get a more exact message.

Anthrax
Posts: 5
Joined: Mon Oct 04, 2004 2:21 pm

Post by Anthrax »

Dumping for iRC.
Attachments
map.rar
(5.91 KiB) Downloaded 349 times

abcdefg30
Posts: 643
Joined: Mon Aug 18, 2014 6:00 pm

Post by abcdefg30 »

Looks like "Inherits: ^MIG" on "MIG.Ukraine" is bogus. Try "Inherits: MIG" instead.
Also: Your weapon definition is not correct.
You have

Code: Select all

			Armament:
		Weapon: MaverickUkraine
			LocalOffset: 0,-640,0, 0,640,0
			LocalYaw: -40, 24
but try

Code: Select all

		Armament:
			Weapon: MaverickUkraine
			LocalOffset: 0,-640,0, 0,640,0
			LocalYaw: -40, 24
instead.
The next thing: "Inherits: ^Heli" on HELI.Germany doesn't work. I think you want "Inherits: ^Helicopter".
Similar thing with e4.ukraine. Use "Inherits: E4" instead of "Inherits: ^E4".
Also on 1TNK.France: "Inherits: ^1TNK" -> "Inherits: 1TNK".
GAP.Germany: "Inherits: ^GAP" -> "Inherits: GAP".
IRON.Ukraine: "Inherits: ^IRON" -> "Inherits: IRON".
DOME.France: "Inherits: ^Dome" -> "Inherits: DOME".

You also have each "ChainGun" and "ChainGun.Yak" twice, but only one entry in Weapons: is allowed.

Next we need:

Code: Select all

		RenderBuilding:
			Image: DOME
on DOME.France.

Code: Select all

		RenderBuilding:
			Image: IRON
on IRON.Ukraine.

and, here i have to stop for now. :(
Sorry, I don't have more time at the moment, but will look into this again tomorrow.

You can see this errors yourself using the utility.
Go to the directory where OpenRA is installed.
Open the cmd and type "OpenRA.Utility.exe ra --check-yaml pathtoyourmap".
(Assuming that you're on windows. :))

Anthrax
Posts: 5
Joined: Mon Oct 04, 2004 2:21 pm

Post by Anthrax »

Thanks for the help! I got the map working.

I can't believe I missed the duplicate weapon entries: I suppose that's what I get for not paying attention, heh.

Now I just have to check the logs on why the game crashes when I click on any of the production tabs (except for the building and infantry ones).

Oh, and to give the Ukrainian Flamethrower some firing effects: just empty space and then impact at the moment! :lol:

(And then to test the vehicles/aircraft/defences in those tabs -- no idea if any one of them will cause another crash!).
Attachments
Yggdrasills-Divide.oramap
(67.09 KiB) Downloaded 277 times

abcdefg30
Posts: 643
Joined: Mon Aug 18, 2014 6:00 pm

Post by abcdefg30 »

Seems like you fixed a bunch of errors, gj. :)

But the utility still complains and I think that is the issue behind the crash you mentioned.

Code: Select all

OpenRA.Utility(1,1): Warning: Sprite image mig.ukraine from actor mig.ukraine has no sequence definition.
OpenRA.Utility(1,1): Warning: Sprite image heli.germany from actor heli.germany has no sequence definition.
OpenRA.Utility(1,1): Warning: Sprite image 1tnk.france from actor 1tnk.france has no sequence definition.
OpenRA.Utility(1,1): Warning: Sprite image gap.germany from actor gap.germany has no sequence definition.
That means that you miss, e.g. on mig.ukraine,

Code: Select all

    RenderUnit:
         Image: MIG
or on gap.germany (as it's a building):

Code: Select all

    RenderBuilding:
         Image: GAP
Just for the record:
Regarding the error above, where you added "^" before each name:
I think you carried that over from the default yaml, but it is not necessarily needed. The string after "Inherits: " just resembles an actor name. The ra mod has some default actors and their names start with a "^".

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