I have some question about deploy able unit. with current version is it possible to make Flying MCV? because I have try to make MCV work like Helicopter but the game give me error.
Crystallize of Doom look really good. I'm looking forward to it. QUICK_EDIT
Ya, thats totally possible, the only problem right now is that your aircraft wont land before deploying, it will banish and the buildup will play.
Now I remeber I had a crash problem the first time I tried that, I dont remember what I did to fix it, it was mostly double checking my code along with the trait on github and the code of the conyard, I'll post again when I remember what it was, sorry. _________________
Joined: 14 Jul 2014 Location: Where the fields are green
Posted: Tue Aug 04, 2015 10:46 am Post subject:
Re: #2 Weapons
Dutchygamer wrote:
Inb4 someone makes a Baneblade for OpenRA
Why go for a Baneblade when you can go for the Capitol Imperialis? It's basically a Titan-sized tank capable of deploying entire regiments from it's armoured hull (including mechanized regiments with vehicles), has HQ and comm. capabilities, and it has a cannon so big, four tanks can ride fit in the barrel.
Is it already possible to use a mobile radar like the GLA does in Generals? _________________
The vehicle still turns to land, so at least it's not hard to make a landing animation anyway.
I wish I understood github, I'd like to play around with RA2/TS as well, maybe even make larger or smaller cells if possible. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
You dont need to understant github to mod openra, you need it to develop more traits and mechanics for the game.
If you want to mod Openra as if it were ts or ra2, then get notepad++ and download the latest build.
You'll have to check the codes of the other units and the traits page of github to guide yourself and then... Just inyect time.until you get something you desire, the size of the tiles can be tweaked at mod.yaml IIRC. _________________
The vehicle still turns to land, so at least it's not hard to make a landing animation anyway.
I wish I understood github, I'd like to play around with RA2/TS as well, maybe even make larger or smaller cells if possible.
what i worry is about synce between unit shadow generate by engine and shadow gfx inside deploy animation.
and the fact is real unit stay on land while animation when redeploy send them to the air.
maybe the best and easiest way to make it look good is just not include unit image on deploy animation just like these example gif. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Aug 04, 2015 7:47 pm Post subject:
LandWhenIdle: true on the Helicopter trait, all problems solved.
Also requesting split, this topic ain't supposed to be a I-stuck-help-me topic. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
For the time being I agree that it could help, but I think a LandToDeploy Trait will be needed one day, the hype of a potential sci fi chooper or deployable battlecruiser is just too much.
And I agree with Graion, split this topic please. _________________
I have try to put SHP aircraft unit but for some reason seem like the game didn't reconize "RenderUnit" tag and force me use "RenderSprite" [which I assume as Voxel render code since the game away ask me for voxel file which I don't use].
It asks for a voxel because it has RenderVoxels and WithVoxelBody on the aircraft "template" (your unit inherits Helicopter and helicopter inherits aircraft, check that on defaults.yaml).
add -RenderVoxels: and -WithVoxelBody: to the rules of your unit, I don't know if it will fix the whole issue, but Openra shouldn't ask you for voxels after adding this. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Aug 05, 2015 7:08 pm Post subject:
Which version is this? Release or playtest? _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Aug 05, 2015 7:51 pm Post subject:
Bleed... RenderUnit...
RenderUnit does not exist anymore. You wast to use RenderSprites with WithFacingSpriteBody, like the RA1 aircrafts. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I delete renderunit and put this code inside my unit. still not work the game still ask me for voxel file. - -
Quote:
RenderSprites
WithFacingSpriteBody:
Sequence: stand
WithAttackAnimation:
AttackSequence: shoot
WithMoveAnimation:
MoveSequence: run
and seem like I found glitch on SHP vehicle [Wolverine] I found his move animation permanent freeze after he attack enemy or force attack ground but seem like Titan don't have this problem. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Aug 06, 2015 2:18 pm Post subject:
Okay, which bleed version is this exactly? Today? Yesterday? Months old?
Regarding Wolverine, it's using infantry setup and it's actually https://github.com/OpenRA/OpenRA/issues/5884 and https://github.com/OpenRA/OpenRA/issues/7131 which you've met. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I did this 2 days ago on my old version of openra using WithInfantryBody, RenderSprites and WithShadow, on the air it mostly plays the run animation on everything except when it's landed, maybe you can work things with the code I made for it, it's mostly a clone of the harpy, just replace all sequences with your single idle sequence.
Just note that this is test code, it may have a lot of traits that aren't really needed.
Code:
Sequence
wasp2:
stand: wasp
Start: 152
Facings: 8
run: wasp
Start: 160
Length: 8
Facings: 8
shoot: wasp
Start: 224
Length: 5
Facings: 8
icon: mmchicon
Rules
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Aug 06, 2015 6:50 pm Post subject:
I know - due to being Linux, I have to selfcompile my Crystallized Doom builds against Astor, which I always do with asking for the exact rev -, but I got used to not expecting people to realize anything on their own. Welcome on PPM. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I did this 2 days ago on my old version of openra using WithInfantryBody, RenderSprites and WithShadow, on the air it mostly plays the run animation on everything except when it's landed, maybe you can work things with the code I made for it, it's mostly a clone of the harpy, just replace all sequences with your single idle sequence.
Just note that this is test code, it may have a lot of traits that aren't really needed.
Wow those building and unit look really great. and thank you for the code. now I success to make my aircraft GFX appear in the game without crash but i face with another problem. I give my aircraft with different weapon such as 120mm , 120mmx , Hellfire but non of them work. for unknow reason my aircraft can't shoot those weapon. other than that i wonder if aircraft sequence allow me using "Facings: -32" for attack animation. because when I order my Unit attack target he will point his back to target instant of front. [I also check animation frame on sprite and I can't see any error on it]
Your aircraft has no ammo, add AmmoPool to your battleship and try, I just removed that trait from my unit and that made it impossible to fire, if you need it to fire indefinetly, then try the tags SelfReloads and SelfReloadTicks, check This page for more info. _________________
so... seem like Openra is no longer support infinity ammo for aircraft unit like old version without regenerate hack anymore then. :p
Unit I intent to make my unit work similar to airunit in starcraft battle cruiser which why i didn't try to put ammo on them. [which use to work on Openra public version]
however I'll see what I can do about it.
and here's is my another problem. this glitch not only effect to my unit but also effect to official Openra TS unit like Wolverine.
where unit move animation freeze after attack. [like their stuck on first frame of move animation]
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Aug 07, 2015 9:23 am Post subject:
Report it on the tracker. It's clearly a bug. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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