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
[Mod] Your-Freedom - Works with 20121019 !
Gives you ability to have scripts for your maps
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
ants / chicken game
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:
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
- Attachments
-
- script - Copy.cs.txt
- Original file from Holloweye, please make new waves on this. rename to script.cs
- (12.07 KiB) Downloaded 373 times
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 (268.26 KiB) Viewed 10889 times
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!
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!
New version 0.05
SHP ranks: http://content.open-ra.org/index.php?p= ... nits&id=340.05 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
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.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)
I copied the contents of your repository because I could not setup a git submodule into ./ and added the mod to the Makefile:
but it won't compile:
http://www.speedyshare.com/file/R97Jj/yf.rar is not available anymore.
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)
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
Version 0.06
http://www.speedyshare.com/pZMaX/download/yf.rar
Now works with latest release (20121019).
http://www.speedyshare.com/pZMaX/download/yf.rar
Now works with latest release (20121019).
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.