Sleipnir wrote: ↑You should consider writing a function that you pass your array of actors and waypoints to. This would remove most of your duplication, and the copy-paste errors that came with that. The function would look similar to LoopPatrol.
I wouldn't know how to do that. My coding skills are very basic.
On another note, I've finished the first 7 NOD missions for the campaign... unfortunately, I'm still waiting for CellTriggers and Actor.OnCapured to make it into the game so the missions have full functionality... Also nice would be a Singleplayer / Campaign menu + a trigger that switches to the next mission after you finish your current one...
I'll put them up as soon as CellTriggers and OnCaptured make it into the next playtest.
Does anyone have an easier way of setting Offsets for weapons? Is there some kind of tool available? I'm having a very hard time setting offsets for my new units and buildings...
love your ion cannon uplink. Also i think the base of your railgun-turret could fit as base for water structures. Having defenses or anything in water would be nice.
That's not a bad ideea. I'll think of something... right now I'm trying to come up with some more ground units..
Meet the new Soviet SPG: The ISU-152!
It works like a cross between an artillery and a tank destroyer. It's turretless, and fires a slow 152mm HE shot that does great damage to buildings and infantry. Not to great against tanks, but not useless either!
Still waiting on a new playtest to inclde ActorOnCaptured and other features for SinglePlayer missions.... sitting on 12 single player missions, most of witch don't work without triggers like:
- ActorOnCaptured
- A LUA script that would allow me to give a player certain units/structures when they are discovered or a unit steps on a Waypoint.
Things have been really busy for us IRL, and so OpenRA has been in a bit of a holding pattern recently. Things should pick up again in a few weeks if everything goes to plan.
We are preparing for a new playtest within the next few days. A lot has changed in the engine since the last release, and so any mods that target release-20131223 will need to be upgraded before they will work.
We will ship a utility command that does most of the grunt work, so you should have no trouble migrating RA:TO to this new playtest if you follow the instructions that will be in the changelog.