[Mod] Your-Freedom - Works with 20121019 !

Gives you ability to have scripts for your maps

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

Post by Holloweye »

New version 0.03
0.03 news:
Art of defense changes:
- Preview image added

Zombie survival changes:
- Zombies has new yaml
- No crash on multiplayer
- Removed dog

Code changes:
- Added new methods for synced/desynced code
- Scripts interface changed
- Preview images implemented

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

Post by BaronOfStuff »

Zombies still seem to be largely ineffective at doing anything. They can however at least attack properly now, but rarely hit and have a horrible habit of killing each other if you send your unit through a crowd of them.

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

ants / chicken game

Post by zypres1 »

Finally a fun chicken / antz / wave game...

We played 2 players many games to protect against waves...

Please make fun waves for us.

A list of short thought... I really like this mod, and hope for maps and scripts addressing this issues:
  • Pro
  • Fun new gamestyle
  • some are hard
  • oil and ore
  • protect a building
  • too hard
  • Cons
  • protect a building
  • some times too easy
  • Units get stuck sometimes
  • too few waves
  • you can cheat and build new base and mines and everything
  • too easy
  • Predictive (we know they will attack this way doing that)
  • no randomness in units attacking
Please make script files and share it here
Attachments
script - Copy.cs.txt
Original file from Holloweye, please make new waves on this. rename to script.cs
(12.07 KiB) Downloaded 367 times

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

Post by Holloweye »

New version 0.04 released:
0.04 news:

Code changes:
- Added new traits for a parachute plane to be buildable
- Changed scripts from inherit from a interface to a class with virtual methods. This means you don't need to make a empty content for each method you're not using. Now you only need to override the ones you use.

Other changes:
- New map Tic Tac Toe (work in progress) not playable yet.
Attachments
Capture.PNG
Capture.PNG (268.26 KiB) Viewed 10717 times

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

Post by Nukem »

lololololz My zombies!
Glad to see they were put to use somewhere..
I never was able to fix them.. Problems with animations holloweye.
You'll need to completely redo the attacking Frames and the Weapon for the zombies for they do not work. it's a more complex problem than I imagined..

Somewhere I had made A completely other zombie that spat out dangerous acid that would harm the player.. Much like how a grenader throws a grenade to harm the player..

Anyways good stuff..
Glad to see someone put them to use! :)

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

Post by Holloweye »

New version 0.05
0.05 news:

Path of beyond (aka test map) changes:
- Added experiance bar, CustomGainsExperiance to all units

Code changes:
- Added new trait Experiance bar
- Added new trait CustomGainsExperiance, CustomGivesExperiance (CustomGainsExperiance has support for 60 ranks instead of 4). This could be good for maps where you only have 1 unit.
- Fixed issue with PaletteColorModifier

File changes:
- New SHP for the ranks
SHP ranks: http://content.open-ra.org/index.php?p= ... nits&id=34

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

please...

Post by zypres1 »

please update.. I would like to play the ranking system in normal games also..... So load with your mod, and play a normal game but with rankings....

Nelax
Posts: 13
Joined: Sun Jun 10, 2012 6:02 pm

Post by Nelax »

I get this really annoying crash shortly after loading the mod:

Code: Select all

System.MissingMethodException: Method not found: 'Void OpenRA.Mods.RA.AutoTarget.ScanAndAttack(OpenRA.Actor, Boolean)'.
   at OpenRA.Mods.RA.CustomAttackMove.AttackMoveActivity.Tick(Actor self)
   at OpenRA.Traits.Util.RunActivity(Actor self, Activity act)
   at OpenRA.World.Tick()
   at OpenRA.Game.Tick(OrderManager orderManager)
   at OpenRA.Game.Tick(OrderManager orderManager, Viewport viewPort)
   at OpenRA.Game.Run()
   at OpenRA.Program.Run(String[] args)
   at OpenRA.Program.Main(String[] args)

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

Post by Holloweye »

Darkstorm wrote: I get this really annoying crash shortly after loading the mod:

Code: Select all

System.MissingMethodException: Method not found: 'Void OpenRA.Mods.RA.AutoTarget.ScanAndAttack(OpenRA.Actor, Boolean)'.
   at OpenRA.Mods.RA.CustomAttackMove.AttackMoveActivity.Tick(Actor self)
   at OpenRA.Traits.Util.RunActivity(Actor self, Activity act)
   at OpenRA.World.Tick()
   at OpenRA.Game.Tick(OrderManager orderManager)
   at OpenRA.Game.Tick(OrderManager orderManager, Viewport viewPort)
   at OpenRA.Game.Run()
   at OpenRA.Program.Run(String[] args)
   at OpenRA.Program.Main(String[] args)
You're using wrong version of OpenRA? It only works with specific version written on first post.

Nelax
Posts: 13
Joined: Sun Jun 10, 2012 6:02 pm

Post by Nelax »

Holloweye wrote: You're using wrong version of OpenRA? It only works with specific version written on first post.
That's probably it. Don't know how I could tell the version or how I could get the version for this.

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

Post by Matt »

I copied the contents of your repository because I could not setup a git submodule into ./ and added the mod to the Makefile:

Code: Select all

# Your Freedom
mod_yf_SRCS			:= $(shell find OpenRA.Mods.YF/ -iname '*.cs')
mod_yf_TARGET			= mods/yf/OpenRA.Mods.YF.dll
mod_yf_KIND			= library
mod_yf_DEPS			= $(STD_MOD_DEPS)
mod_yf_LIBS			= $(COMMON_LIBS) $(STD_MOD_LIBS) $(mod_ra_TARGET)
mod_yf_EXTRA_CMDS		= mono --debug RALint.exe yf
PROGRAMS 			+= mod_yf
mod_ra: $(mod_yf_TARGET)
but it won't compile:

Code: Select all

CSC OpenRA.FileFormats.dll
CSC OpenRA.Game.exe
CSC OpenRA.Renderer.SdlCommon.dll
CSC OpenRA.Renderer.Cg.dll
CSC OpenRA.Renderer.Gl.dll
CSC OpenRA.Renderer.Null.dll
CSC RALint.exe
CSC mods/ra/OpenRA.Mods.RA.dll
CSC mods/ra/OpenRA.Mods.YF.dll
OpenRA.Mods.YF/Custom/ButtonExtendedWidget.cs(19,22): error CS0101: The namespace `OpenRA.Widgets' already contains a definition for `ButtonExtendedWidget'
OpenRA.Mods.YF/Custom/Widgets/ButtonExtendedWidget.cs(19,22): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/CustomCargo.cs(21,22): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `CustomCargoInfo'
OpenRA.Mods.YF/CustomCargo.cs(21,22): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/CustomCargo.cs(31,22): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `CustomCargo'
OpenRA.Mods.YF/CustomCargo.cs(31,22): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/CustomCargo.cs(177,22): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `CustomCargoInit'
OpenRA.Mods.YF/CustomCargo.cs(177,22): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/CustomAttackMove.cs(17,15): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `CustomAttackMoveInfo'
OpenRA.Mods.YF/CustomAttackMove.cs(17,15): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/CustomAttackMove.cs(24,15): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `CustomAttackMove'
OpenRA.Mods.YF/CustomAttackMove.cs(24,15): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/CustomEnterTransport.cs(17,15): error CS0101: The namespace `OpenRA.Mods.RA.Activities' already contains a definition for `CustomEnterTransport'
OpenRA.Mods.YF/CustomEnterTransport.cs(17,15): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/CustomPassenger.cs(21,18): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `CustomPassengerInfo'
OpenRA.Mods.YF/CustomPassenger.cs(21,18): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/CustomPassenger.cs(30,22): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `CustomPassenger'
OpenRA.Mods.YF/CustomPassenger.cs(30,22): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/New/AirStripSpecial.cs(17,11): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `AirStripSpecialInfo'
OpenRA.Mods.YF/AirStripSpecial.cs(17,11): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/New/AirStripSpecial.cs(19,11): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `AirStripSpecial'
OpenRA.Mods.YF/AirStripSpecial.cs(19,11): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/CustomTargetableUnit.cs(18,22): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `CustomTargetableUnitInfo'
OpenRA.Mods.YF/TargetableUnit.cs(18,22): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/CustomTargetableUnit.cs(26,22): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `CustomTargetableUnit'
OpenRA.Mods.YF/TargetableUnit.cs(26,22): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/CustomTargetableUnit.cs(79,11): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `DetectCloakedInfo'
OpenRA.Mods.YF/DetectCloaked.cs(15,15): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/CustomTargetableUnit.cs(84,11): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `DetectCloaked'
OpenRA.Mods.YF/DetectCloaked.cs(20,15): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/MapPreviewExtendedWidget.cs(23,22): error CS0101: The namespace `OpenRA.Widgets' already contains a definition for `MapPreviewExtendedWidget'
OpenRA.Mods.YF/Custom/Widgets/MapPreviewExtendedWidget.cs(23,22): (Location of the symbol related to previous error)
OpenRA.Mods.YF/Custom/UseScript.cs(13,1): warning CS0105: The using directive for `System.Reflection' appeared previously in this namespace
OpenRA.Mods.YF/Custom/UseScript.cs(7,14): (Location of the symbol related to previous warning)
OpenRA.Mods.YF/Custom/BackgroundExtendedWidget.cs(18,22): error CS0101: The namespace `OpenRA.Widgets' already contains a definition for `BackgroundExtendedWidget'
OpenRA.Mods.YF/Custom/Widgets/BackgroundExtendedWidget.cs(18,22): (Location of the symbol related to previous error)
OpenRA.Mods.YF/UseScript.cs(13,1): warning CS0105: The using directive for `System.Reflection' appeared previously in this namespace
OpenRA.Mods.YF/UseScript.cs(7,14): (Location of the symbol related to previous warning)
OpenRA.Mods.YF/UseScript.cs(20,18): error CS0101: The namespace `ScriptingInterface' already contains a definition for `Script'
OpenRA.Mods.YF/Custom/UseScript.cs(20,18): (Location of the symbol related to previous error)
OpenRA.Mods.YF/UseScript.cs(51,18): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `ColorModifier'
OpenRA.Mods.YF/Custom/UseScript.cs(51,18): (Location of the symbol related to previous error)
OpenRA.Mods.YF/UseScript.cs(59,18): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `PaletteAdjuster'
OpenRA.Mods.YF/Custom/UseScript.cs(59,18): (Location of the symbol related to previous error)
OpenRA.Mods.YF/UseScript.cs(155,18): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `ScriptSystem'
OpenRA.Mods.YF/Custom/UseScript.cs(155,18): (Location of the symbol related to previous error)
OpenRA.Mods.YF/UseScript.cs(163,18): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `UseScriptInfo'
OpenRA.Mods.YF/Custom/UseScript.cs(163,18): (Location of the symbol related to previous error)
OpenRA.Mods.YF/UseScript.cs(178,17): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `ScriptType'
OpenRA.Mods.YF/Custom/UseScript.cs(178,17): (Location of the symbol related to previous error)
OpenRA.Mods.YF/UseScript.cs(180,18): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `UseScript'
OpenRA.Mods.YF/Custom/UseScript.cs(180,18): (Location of the symbol related to previous error)
OpenRA.Mods.YF/ExtendedImageWidget.cs(19,22): error CS0101: The namespace `OpenRA.Widgets' already contains a definition for `ExtendedImageWidget'
OpenRA.Mods.YF/Custom/Widgets/ExtendedImageWidget.cs(19,22): (Location of the symbol related to previous error)
OpenRA.Mods.YF/HealthCrateAction.cs(7,11): error CS0101: The namespace `OpenRA.Mods.YF' already contains a definition for `HealthCrateActionInfo'
OpenRA.Mods.YF/Custom/New/HealthCrateAction.cs(7,11): (Location of the symbol related to previous error)
OpenRA.Mods.YF/HealthCrateAction.cs(12,11): error CS0101: The namespace `OpenRA.Mods.YF' already contains a definition for `HealthCrateAction'
OpenRA.Mods.YF/Custom/New/HealthCrateAction.cs(12,11): (Location of the symbol related to previous error)
OpenRA.Mods.YF/CustomParaDrop.cs(19,22): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `CustomParaDropInfo'
OpenRA.Mods.YF/Custom/CustomParaDrop.cs(19,22): (Location of the symbol related to previous error)
OpenRA.Mods.YF/CustomParaDrop.cs(25,22): error CS0101: The namespace `OpenRA.Mods.RA' already contains a definition for `CustomParaDrop'
OpenRA.Mods.YF/Custom/CustomParaDrop.cs(25,22): (Location of the symbol related to previous error)
OpenRA.Mods.YF/TypeExtensions.cs(9,25): error CS0101: The namespace `OpenRA.Mods.YF.Custom' already contains a definition for `TypeExtensions'
OpenRA.Mods.YF/Custom/TypeExtensions.cs(9,25): (Location of the symbol related to previous error)
Compilation failed: 30 error(s), 2 warnings
http://www.speedyshare.com/file/R97Jj/yf.rar is not available anymore.

Tark
Posts: 3
Joined: Mon Mar 18, 2013 9:40 pm

Post by Tark »

Any chance this could be arisen from the dead? This is necessary for me, the standard fare of programming scripts for a map is not a very good solution.

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

Post by Holloweye »

Version 0.06

http://www.speedyshare.com/pZMaX/download/yf.rar

Now works with latest release (20121019).

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

Post by Matt »

No need to try and maintain your own Lua enhancement mod anymore. OpenRA itself now has Lua scripting support. The standard library is available at https://github.com/OpenRA/OpenRA/tree/b ... common/lua and could need some more extensions. Also the number of minigames and missions is still very limited.

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