Posted: Mon Apr 03, 2017 9:36 pm
fucking double post
OpenRA is a GPLv3 real time strategy game engine which recreates the look and feel of the original C&C games.
https://forum.openra.net/
I did try looking there and went back as far as 2013 and couldn't find anything. Also, if you cut off my quote before I explain the whole airplane analogy, of course it would sound dumb.OMnom wrote:Just go to the modding and map section of the forum and ask how to edit the yaml for your map.You don't have to know a single thing about programming or flying an airplane to mod a map. You're making a fuss over something that won't even take you 30m learn and fix.RadicalEdward2 wrote:Thank you! Finally, someone that actually agrees with me.
The thing is, the potential of ground based vehicle maps (Interiors) seems to be lost mostly due to the lack there of. If there isn't any existing examples to be used to see the true potential of the gametype, then it'll never see fruition.
It's like (ironically) inventing the first airplane.
No, it definitely sounds dumber if you put the whole quote there.RadicalEdward2 wrote:I did try looking there and went back as far as 2013 and couldn't find anything. Also, if you cut off my quote before I explain the whole airplane analogy, of course it would sound dumb.OMnom wrote:Just go to the modding and map section of the forum and ask how to edit the yaml for your map.You don't have to know a single thing about programming or flying an airplane to mod a map. You're making a fuss over something that won't even take you 30m learn and fix.RadicalEdward2 wrote: Thank you! Finally, someone that actually agrees with me.
The thing is, the potential of ground based vehicle maps (Interiors) seems to be lost mostly due to the lack there of. If there isn't any existing examples to be used to see the true potential of the gametype, then it'll never see fruition.
It's like (ironically) inventing the first airplane.
Code: Select all
Rules:
HPAD:
Buildable:
Prerequisites: ~disabled
AFLD:
Buildable:
Prerequisites: ~disabled The real issue here is that you are trying to use the tileset for something it is not supposed to be used for. The interior theme is used in the singleplayer campaign, and was never (and still isn't) designed for creating conquest-style maps with bases, vehicles, or aircraft.
That is true but, it doesn't hurt to try.
touché

...in combination with what you're asking for here...RadicalEdward2 wrote: You say that like I know how to program. I get I sound like I'm whining but, I'm not trying to.
I just want to help improve the game by giving my feedback because I know I'm not as good at programming things as well as the next guy. I know the guys working on this game don't owe me anything.
I don't get what your problem is.
I'm just trying to get the point across that I shouldn't have to program something into a map type that should have come naturally before it was even made available
...along with this compilation of images trying to provoke feelings of empathy for your wasted time...RadicalEdward2 wrote:When I said that it didn't hurt to try, that didn't apply for trying to come up with an excuse as to why planes should be allowed underground. It's not even so much as to having it "my way" it's just common sense like 1+1=2, touching a stove = get burnt, etc. Planes belonging in the sky and not in claustrophobic tunnels miles below the Earth's surface.
When I said "it doesn't hurt to try", I meant making the Interior theme function like it would in single player but, at the same time try not to break the illusion that the theme was designed to work a certain way based on how it was used in-game (in the original).
Stuff like artillery units that can't arc over what is implied as being an impassable concrete barrier with an ceiling (artillery units and V2s can actually fire over tunnel walls as though they were cliffs) and infantry/tanks trying to peek around tight corners to see if they'll be shot at (all ground units both vehicles and infantry shoot through the walls like they don't exist).
...leads me to believe two things:RadicalEdward2 wrote:Tanks in Interior maps make sense because Underground facilities being used to transfer heavy vehicles existed both in-game and in real-life. Aircraft zip zooming underground is a completely different spectrum.
If aircraft are going to allowed in underground maps, might as well remove the theme entirely because it's on-par with imaginary Army Men toy battles.
I can't even finish this map I spent days on because now I'm too occupied with placing AI AA guns all over the place because Interior maps can't behave as intended.
Now I have a quarter of the map squared off for what would have been power supplies for environment base defenses dedicated solely to meet the needs of several dozen AA guns. It looks awful.
If I actually have to tamper with the maps code just to make it function like it would, how do I ever do that? I'm by no means a programmer but, I don't want this map to go to waste because a weird majority prefers to exploit having aircraft phasing through the Earth like Tiberian Sun subterranean units.
...leads me to believe that, while you may have good intentions, you clearly have never heard of concrete walls and pillboxes.That way there could be maps outside of the standard open outdoor skirmish maps where players would be forced out of their comfort zone of who can build the biggest rush force fast enough and instead have to pick what units they need for each section of a maps; essentially using the fact that "corridors" can be clogged as a feature and not a weakness.