Red Alert: Tiberium Origins MOD
That might be it - I'll re-test as soon as I finish my current issue - adding Tiberium.Sleipnir wrote: ↑My first guess is case sensitivity, It looks like you are using capitals in the yaml, but lower case for the real files. OpenRA now requires the filename case used in the yaml to match that of the files on disk.
For the life of me I can't get that to work... I've added the .shp files, the sequences, the terrain types in temperat/desert/winter/interior/yaml files, added speed modifiers in the vehicles section, but as soon as I run the game, it crashes to desktop with no error...
no error means I can't fix the problem... here is some code;
From World.yaml:
Code: Select all
ResourceType@ore:
Type: Ore
Name: Valuable Minerals
PipColor: Yellow
ResourceType: 1
TerrainType: Ore
Palette: player
Sequences: gold01,gold02,gold03,gold04
MaxDensity: 12
ValuePerUnit: 15
AllowedTerrainTypes: Clear,Road
AllowUnderActors: true
ResourceType@gem:
Type: Gems
Name: Valuable Minerals
PipColor: Red
ResourceType: 2
TerrainType: Gems
Palette: player
Sequences: gem01,gem02,gem03,gem04
MaxDensity: 3
ValuePerUnit: 30
AllowedTerrainTypes: Clear,Road
AllowUnderActors: true
ResourceType@tiberium:
Type: Tiberium
Name: Tiberium
PipColor: Green
TerrainType: Tiberium
ResourceType: 3
Palette: player
EditorSprite: ti1
Variants: ti1,ti2,ti3,ti4,ti5,ti6,ti7,ti8,ti9,ti10,ti11,ti12
MaxDensity: 12
ValuePerUnit: 50
AllowedTerrainTypes: Clear,Road
AllowUnderActors: true
From temperat.yaml (same for desert, winter and interior yaml files):
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TerrainType@Gems:
Type: Gems
TargetTypes: Ground
AcceptsSmudgeType: Crater, Scorch
Color: 8470FF
RestrictPlayerColor: true
TerrainType@Ore:
Type: Ore
TargetTypes: Ground
AcceptsSmudgeType: Crater, Scorch
Color: 948060
RestrictPlayerColor: true
TerrainType@Tiberium:
Type: Tiberium
TargetTypes: Ground
AcceptsSmudgeType: Crater, Scorch
Color: A1E21C
RestrictPlayerColor: true
Code: Select all
^TibTree:
Inherits@1: ^SpriteActor
Interactable:
Tooltip:
Name: Blossom Tree
ShowOwnerRow: false
RenderSprites:
Palette: staticterrain
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1,1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tiberium
HiddenUnderShroud:
WithMakeAnimation:
EditorTilesetFilter:
Categories: Resource spawn
Right - so I'm getting "Exception of type `System.InvalidOperationException`: Unit `resources` does not have a sequence named `ti1`"
When I clearly have the sequience defined:
When I clearly have the sequience defined:
Code: Select all
resources:
Defaults:
Length: *
UseTilesetExtension: true
TilesetOverrides:
INTERIOR: TEMPERAT
DESERT: TEMPERAT
gold01: gold01
gold02: gold02
gold03: gold03
gold04: gold04
gem01: gem01
gem02: gem02
gem03: gem03
gem04: gem04
ti1: ti1
ti2: ti2
ti3: ti3
ti4: ti4
ti5: ti5
ti6: ti6
ti7: ti7
ti8: ti8
ti9: ti9
ti10: ti10
ti11: ti11
ti12: ti12
Yup - the engine seems to look for all tileset specific file extensions (.tem / .sno / .des) unless told otherwise. Since my Bits folder only contains ti*.shp files, I had to add AllowTilesetExtension=False and now it worksSleipnir wrote: ↑It will also give that error if it is not able to find or parse the referenced ti* files.
Tiberium should be ingame and ready in tomorrow's release.
Version 0.85 is up!
Changes:
- Added Tiberium.
- Ore is now 15 credits / bale, and the ore truck can carry 35 bales = 525 credits / load.
- Gems are now 30 credits / bale - one load = 1050 credits
- Tiberium is 50 credits / bale. One tiberium harvester carries 22 bales => 1200 credits / load
- Added Tiberium Rafinery (TRAF)
- Added Tiberium Harvester (THRV)
- Added Tiberium Research Lab (TRF) - required to build Tiberium Rafinery, Harvester and some units.
- Removed MIG and YAK from GDI airfield - it was an oversight witch I have now corrected.
- Added HELI for NOD. They can now build both helicopters
- Fixed TRAN for all sides - everyone can now build the Chinook Helicopter
- Tweaked A10 Thunderbot's damage
- Increased Nuclear Missile charge time to 18000 ticks (12 minutes)
- Increased Ion Cannon charge time to 9000 ticks (6 minutes)
- Added the Flamethrower Infantry for NOD
- Made some changes to desert-shellmap. Might replace it with another in the future.
- Added C&C Music - it now comes with the mod
- Added unique notification voices for all sides. GDI gets EVA (TD notifications). NOD gets Cabal (Tsun NOD notifications). Soviets get RA2 notifications (Natasha). Allies keep RA1 notifications (Nigel). Some bugs here - silos needed notification was missing for some sides and I replaced it with audio clips from other sides until I can extract and add the correct audio file. Same for Nuclear Missile Approaching notification. Affected sides are NOD and Soviets.
- Added Tiberium to some skirmish maps.
- The addition of Tiberium and the second refinery opens new gameplay possibilities. Some maps might have very little ore and abundant tiberium, compelling the player to build the tiberium refinery and prolonging games. Others might have abundant ore/gems, making tiberium refineries optional.
- Added WINTER tileset from Tiberian Dawn. Since this tileset somehow conflocted with the SNOW tileset from RA, I renamed SNOW.PAL to SNO.PAL. Both Tilesets work correctly and can be used for maps and missions.
Bugs: Naval AI is not finished. It only works for Allies and Soviet, but will not build any of the new units.
Download from my modDB page: http://www.moddb.com/mods/command-conqu ... /downloads
Installation isntructions are in the description.
Changes:
- Added Tiberium.
- Ore is now 15 credits / bale, and the ore truck can carry 35 bales = 525 credits / load.
- Gems are now 30 credits / bale - one load = 1050 credits
- Tiberium is 50 credits / bale. One tiberium harvester carries 22 bales => 1200 credits / load
- Added Tiberium Rafinery (TRAF)
- Added Tiberium Harvester (THRV)
- Added Tiberium Research Lab (TRF) - required to build Tiberium Rafinery, Harvester and some units.
- Removed MIG and YAK from GDI airfield - it was an oversight witch I have now corrected.
- Added HELI for NOD. They can now build both helicopters
- Fixed TRAN for all sides - everyone can now build the Chinook Helicopter
- Tweaked A10 Thunderbot's damage
- Increased Nuclear Missile charge time to 18000 ticks (12 minutes)
- Increased Ion Cannon charge time to 9000 ticks (6 minutes)
- Added the Flamethrower Infantry for NOD
- Made some changes to desert-shellmap. Might replace it with another in the future.
- Added C&C Music - it now comes with the mod
- Added unique notification voices for all sides. GDI gets EVA (TD notifications). NOD gets Cabal (Tsun NOD notifications). Soviets get RA2 notifications (Natasha). Allies keep RA1 notifications (Nigel). Some bugs here - silos needed notification was missing for some sides and I replaced it with audio clips from other sides until I can extract and add the correct audio file. Same for Nuclear Missile Approaching notification. Affected sides are NOD and Soviets.
- Added Tiberium to some skirmish maps.
- The addition of Tiberium and the second refinery opens new gameplay possibilities. Some maps might have very little ore and abundant tiberium, compelling the player to build the tiberium refinery and prolonging games. Others might have abundant ore/gems, making tiberium refineries optional.
- Added WINTER tileset from Tiberian Dawn. Since this tileset somehow conflocted with the SNOW tileset from RA, I renamed SNOW.PAL to SNO.PAL. Both Tilesets work correctly and can be used for maps and missions.
Bugs: Naval AI is not finished. It only works for Allies and Soviet, but will not build any of the new units.
Download from my modDB page: http://www.moddb.com/mods/command-conqu ... /downloads
Installation isntructions are in the description.
Hi guys. Need a little help with mission 'lua scripting.
I have an actor (already on the map), named Hummvee1, witch I want to have patrol between waypoint1 (HummPatrol1) and waypoint2 (HummPatrol2).
I found a guide witch shows me how to CREATE new actors witch are sent on patrol, but that's not what I'm looking for. ( https://github.com/OpenRA/OpenRA/wiki/Setting-a-patrol )
I need to have the allready existing actor patrol - how can I do that?
I have an actor (already on the map), named Hummvee1, witch I want to have patrol between waypoint1 (HummPatrol1) and waypoint2 (HummPatrol2).
I found a guide witch shows me how to CREATE new actors witch are sent on patrol, but that's not what I'm looking for. ( https://github.com/OpenRA/OpenRA/wiki/Setting-a-patrol )
I need to have the allready existing actor patrol - how can I do that?
Well, how about Hummvee1.Patrol({HummPatrol1.Location, HummPatrol2.Location }, true) ?
(Put it into WorldLoaded in your Lua file)
See Lua API on which other functions you can call on an actor (=the humvee)
(Put it into WorldLoaded in your Lua file)
See Lua API on which other functions you can call on an actor (=the humvee)
Check out Dune2k-Advanced on my moddb page!
Code: Select all
Hummvee1.Patrol(Hummvee1Path, true, 40)
I also added:
Code: Select all
Hummvee1Path = { HummPatrol1.Location, HummPatrol2.Location, HummPatrol3.Location }
Thanks for the help!
Of course it is case sensitive, like every programming language :)
You can name the path whatever you want. Only the curly brackets are important. Also important is that you define the path before you use it! Unlike yaml where ordering doesn't matter at all.
I tested my code before posting with RA.
For example with this code you can send all units in UnitList on a patrol:
You can name the path whatever you want. Only the curly brackets are important. Also important is that you define the path before you use it! Unlike yaml where ordering doesn't matter at all.
I tested my code before posting with RA.
For example with this code you can send all units in UnitList on a patrol:
Code: Select all
UnitList = { Humvee, Abrams, Infantry1, Infantry2 }
Path = { PatrolPathWaypoint1.Location, PatrolPathWaypoint2.Location, PatrolPathWaypoint3.Location }
for key,actor in pairs( UnitList )
do
actor.Patrol( Path, true )
end
--key isn't useful for anything most of the time
Check out Dune2k-Advanced on my moddb page!
Had a crash course in C and Lua scripting, and just managed to finish my first mission ! Can't wait to release it for everyone.SirCake wrote: ↑Of course it is case sensitive, like every programming language :)
You can name the path whatever you want. Only the curly brackets are important. Also important is that you define the path before you use it! Unlike yaml where ordering doesn't matter at all.
I tested my code before posting with RA.
For example with this code you can send all units in UnitList on a patrol:Code: Select all
UnitList = { Humvee, Abrams, Infantry1, Infantry2 } Path = { PatrolPathWaypoint1.Location, PatrolPathWaypoint2.Location, PatrolPathWaypoint3.Location } for key,actor in pairs( UnitList ) do actor.Patrol( Path, true ) end --key isn't useful for anything most of the time
On that tought, is it possible to set actor health in map.yaml? I'd like to make a tiberium infested areas witch has civilian buildings on very low health in and around the field.
Is it possible to set an actor's health in the map.yaml file?
EDIT: - apparently you can. Found out how by experimenting :
Actor745: windmill
Owner: Neutral
Location: 35,7
Health: 50
Health is written in percentages, so 100 is full health, and 50 like above is 50%.
- ThunderStruck115
- Posts: 12
- Joined: Thu Oct 26, 2017 1:01 am
- Location: America (Fuck Yeah!)
- Contact:
Files and instructions can be found on the mod's modb page.ThunderStruck115 wrote: ↑How do you install and play it? I've been looking through the files and I can't find anything.
Version 0.87d released!
Link: http://www.moddb.com/mods/command-conqu ... /downloads
Please let me know what you think about the 3 single player missions.
Last edited by kaneCVR on Thu Apr 05, 2018 7:41 am, edited 1 time in total.
Editing an installed copy of OpenRA is hard, so I dropped the mod into the SDK template and generated installers that everyone can use.
Windows (installer): https://www.dropbox.com/s/jw3i4dx29fmnx ... d.exe?dl=1
Windows (portable): https://www.dropbox.com/s/jm6w9q6fxxdav ... e.zip?dl=1
macOS: https://www.dropbox.com/s/68rf4fav3xsqs ... S.zip?dl=1
Unfortunately the mod has quite a few problems with filenames (mismatched filename case between files on disk and references from yaml), so it won't work on Linux without a bunch of fixes.
I'll probably keep these links active for a few weeks or until I see kaneCVR has released a newer version.
Windows (installer): https://www.dropbox.com/s/jw3i4dx29fmnx ... d.exe?dl=1
Windows (portable): https://www.dropbox.com/s/jm6w9q6fxxdav ... e.zip?dl=1
macOS: https://www.dropbox.com/s/68rf4fav3xsqs ... S.zip?dl=1
Unfortunately the mod has quite a few problems with filenames (mismatched filename case between files on disk and references from yaml), so it won't work on Linux without a bunch of fixes.
I'll probably keep these links active for a few weeks or until I see kaneCVR has released a newer version.
Thank you! I've uploaded the installer version on the moddb page as well.Sleipnir wrote: ↑Editing an installed copy of OpenRA is hard, so I dropped the mod into the SDK template and generated installers that everyone can use.
Windows (installer): https://www.dropbox.com/s/jw3i4dx29fmnx ... d.exe?dl=1
Windows (portable): https://www.dropbox.com/s/jm6w9q6fxxdav ... e.zip?dl=1
macOS: https://www.dropbox.com/s/68rf4fav3xsqs ... S.zip?dl=1
Unfortunately the mod has quite a few problems with filenames (mismatched filename case between files on disk and references from yaml), so it won't work on Linux without a bunch of fixes.
I'll probably keep these links active for a few weeks or until I see kaneCVR has released a newer version.
I'll look into the filename issue so it can have a working linux version as well.