Trait Documentation for modders
I'm working on it; I need suggestions.
Trait Documentation for modders
I'm working on producing a documentation for all (or at least, the ones that seem more useful to modders who aren't willing/able to look in the source code to figure out their behavior, or just figure out what they are)
https://github.com/OpenRA/OpenRA/wiki/T ... umentation
I only have 5 traits listed so far; but if anyone has comments on the format, on any missing information, or any specific traits or class of traits they wish to see, please let me know. It's better to know now, as opposed to having to modify it after many traits have been added.
Also, may I take the CashTrickler information and post it inside the subcategory (only one subcategory so far...)?
https://github.com/OpenRA/OpenRA/wiki/T ... umentation
I only have 5 traits listed so far; but if anyone has comments on the format, on any missing information, or any specific traits or class of traits they wish to see, please let me know. It's better to know now, as opposed to having to modify it after many traits have been added.
Also, may I take the CashTrickler information and post it inside the subcategory (only one subcategory so far...)?
Shalom,
i already started something like yours a few weeks ago. But for now i stopped it but if you would like to use some of them: please do.
http://www.sleipnirstuff.com/forum/view ... 83&t=15113
Keep up the good work!
i already started something like yours a few weeks ago. But for now i stopped it but if you would like to use some of them: please do.
http://www.sleipnirstuff.com/forum/view ... 83&t=15113
Keep up the good work!
Shalom,
i added two traits from my own list to the wiki.
Hope they are still compatible.
Edit:
I added 1 and made up a new branch (ammo-related)
in dev 6/28 the cnc-aircraft it able to reload itself. i added the trait to the documentation. afterwards i looked at the ra-aircraft and at the helipad. Where does the helipad get the information to reload landed aircraft? because it also repairs them?
Edit 2:
I added a new branch (structures-production-related)
I already tested once to add al the traits i got there to the transport helicopter (CNC) to let it act as a mobile barracks. It worked well, only problem was the new productionbar got dark grey (could not produce units) until i build a barracks after building a transport. so for each new transport i had to produce a barracks which enabled producing at the transport. Why?
Edit 3:
Added a new branch (cloak-related)
i added two traits from my own list to the wiki.
Hope they are still compatible.
Edit:
I added 1 and made up a new branch (ammo-related)
in dev 6/28 the cnc-aircraft it able to reload itself. i added the trait to the documentation. afterwards i looked at the ra-aircraft and at the helipad. Where does the helipad get the information to reload landed aircraft? because it also repairs them?
Edit 2:
I added a new branch (structures-production-related)
I already tested once to add al the traits i got there to the transport helicopter (CNC) to let it act as a mobile barracks. It worked well, only problem was the new productionbar got dark grey (could not produce units) until i build a barracks after building a transport. so for each new transport i had to produce a barracks which enabled producing at the transport. Why?
Edit 3:
Added a new branch (cloak-related)
Last edited by Petrenko on Wed Jun 29, 2011 1:57 pm, edited 1 time in total.
I got it!
To make the transport helicopter a mobile barracks i changed it like this,
TRAN:
Inherits: ^Helicopter
Valued:
Cost: 1500
Tooltip:
Name: Chinook Transport
Icon:tranicnh
Description: Fast Infantry Transport Helicopter.\n Unarmed
Buildable:
BuildPaletteOrder: 10
Prerequisites: hpad
BuiltAt: hpad
Owner: gdi,nod
Helicopter:
LandWhenIdle: true
ROT: 5
Speed: 15
InitialFacing: 0
LandableTerrainTypes: Clear,Rough,Road,Ore,Beach
Health:
HP: 90
Armor:
Type: Light
RevealsShroud:
Range: 8
RenderUnit:
WithRotor@PRIMARY:
Offset: 0,14,0,-4
WithRotor@SECONDARY:
Id: rotor_2
Offset: 0,-14,0,-2
WithShadow:
FallsToEarth:
RallyPoint:
Exit@1:
SpawnOffset: 12,24
ExitCell: 1,2
Production:
Produces: Infantry
ProductionQueue:
Type: Infantry
BuildSpeed: .4
LowPowerSlowdown: 3
QueuedAudio: bldging1.aud
ReadyAudio: unitredy.aud
OnHoldAudio: onhold1.aud
CancelledAudio: cancel1.aud
ProductionBar:
ProvidesCustomPrerequisite:
Prerequisite: barracks
1. I deleted the cargo-trait
2. I added Rallypoint-trait, Production-trait, ProductionQueue-trait, ProductionBar-trait
3. I also (and i think that made if finaly work) add ProvidesCustomPrerequisite-trait. I got all traits from the hand of nod.
To make the transport helicopter a mobile barracks i changed it like this,
TRAN:
Inherits: ^Helicopter
Valued:
Cost: 1500
Tooltip:
Name: Chinook Transport
Icon:tranicnh
Description: Fast Infantry Transport Helicopter.\n Unarmed
Buildable:
BuildPaletteOrder: 10
Prerequisites: hpad
BuiltAt: hpad
Owner: gdi,nod
Helicopter:
LandWhenIdle: true
ROT: 5
Speed: 15
InitialFacing: 0
LandableTerrainTypes: Clear,Rough,Road,Ore,Beach
Health:
HP: 90
Armor:
Type: Light
RevealsShroud:
Range: 8
RenderUnit:
WithRotor@PRIMARY:
Offset: 0,14,0,-4
WithRotor@SECONDARY:
Id: rotor_2
Offset: 0,-14,0,-2
WithShadow:
FallsToEarth:
RallyPoint:
Exit@1:
SpawnOffset: 12,24
ExitCell: 1,2
Production:
Produces: Infantry
ProductionQueue:
Type: Infantry
BuildSpeed: .4
LowPowerSlowdown: 3
QueuedAudio: bldging1.aud
ReadyAudio: unitredy.aud
OnHoldAudio: onhold1.aud
CancelledAudio: cancel1.aud
ProductionBar:
ProvidesCustomPrerequisite:
Prerequisite: barracks
1. I deleted the cargo-trait
2. I added Rallypoint-trait, Production-trait, ProductionQueue-trait, ProductionBar-trait
3. I also (and i think that made if finaly work) add ProvidesCustomPrerequisite-trait. I got all traits from the hand of nod.
Okidokiloki,
i added the veterancy-stuff which already existed on the modding-branch.
Also the weapon-traits may need an overhaul.
Edit:
Might also write something about inherits?
Edit2:
1. Wrote something about Inherits.
2. Added "Structures: Basics"
Edit3:
A tweakguide about making air to air combat possible would be great.
My problem was a single MIG could sacrifice itself to get a cluster of three MIGS down.
Change the weapon?
Also, where do i upload images for guides? So i could add them via url.
Need to remind me to add something about healing
i added the veterancy-stuff which already existed on the modding-branch.
Also the weapon-traits may need an overhaul.
Edit:
Might also write something about inherits?
Edit2:
1. Wrote something about Inherits.
2. Added "Structures: Basics"
Edit3:
A tweakguide about making air to air combat possible would be great.
My problem was a single MIG could sacrifice itself to get a cluster of three MIGS down.
Change the weapon?
Also, where do i upload images for guides? So i could add them via url.
Need to remind me to add something about healing
https://github.com/chrisforbes/OpenRA/tree/radoc is a work in progress for auto-generated trait documentation stored inside the source code using
Is this even required? Modders seem to be able to get along with YAMLs quite well even though there is few documentation.
Code: Select all
[Desc("String")]
will then output something like http://sprunge.us/faLe (to be adjusted to wiki markdown)OpenRA.Utility.exe --doc
Is this even required? Modders seem to be able to get along with YAMLs quite well even though there is few documentation.
Done in https://github.com/OpenRA/OpenRA/pull/2808 and ported everything to https://github.com/OpenRA/OpenRA/wiki/Traits which supersedes the previous wiki pages. You can still ask here how some non-obvious traits work to get them documented with priority.