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Adding new features(tags) to OpenRA
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¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Tue Aug 05, 2014 3:59 pm    Post subject:  Adding new features(tags) to OpenRA Reply with quote  Mark this post and the followings unread

I want to add a new tag to Warheads called Stun, for testing and education purposes.

Code:
BarrelExplode:
   Warhead:
      Stun: 300
      Damage: 500
      Spread: 426
      ...


The units(I guess its called "Actor" in OpenRA?) hit by this warhead are unable to move for 300 frames(or whatever measurement system OpenRA uses).

I am not looking for someone to write the code for me.

I was wondering if there are tutorials around explaning the source code. An API? Also some tips on which classes and interfaces I should look at in order to implement this.
How can I make the parser read and understand the Stun tag?

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Aug 05, 2014 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's C# as I understand. I know some java and have looked at the source code a bit, but you're going to need more than a simple tutorial.

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deniz1a
Civilian


Joined: 05 Aug 2014

PostPosted: Tue Aug 05, 2014 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread


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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Tue Aug 05, 2014 11:04 pm    Post subject:  Welcome to the party Reply with quote  Mark this post and the followings unread

"Welcome! Thanks for joining us. here at ppmsite, deniz1a..."

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Wed Aug 06, 2014 1:29 am    Post subject: Reply with quote  Mark this post and the followings unread


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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sat Aug 09, 2014 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

You can create new warheads with custom effects at https://github.com/OpenRA/OpenRA/tree/bleed/OpenRA.Mods.RA/Warheads since the recent refactor.

The IDisable interface which is currently used for powering down buildings may be a starting point https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Game/Traits/TraitsInterfaces.cs#L115 that needs to be generalized further or the ISpeedModifier https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Game/Traits/TraitsInterfaces.cs#L159 assuming you just set movement speed to 0 while stunned to disable unit movement temporarily.

Anyway, the first thing to do is file a feature request at https://github.com/OpenRA/OpenRA/issues/new so we don't lose an overview and reach more interested developers.

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sat Aug 09, 2014 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Matthias M.

Not much of a point of ¥R_M0dd€r feature request as the OpenRA team is going to need to do this anyway for the TibSun port to OpenRA. What ¥R_M0dd€r is trying to is make the TibSun EMP effect that shuts down tanks and cycborgs.

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sat Aug 09, 2014 4:54 am    Post subject: Reply with quote  Mark this post and the followings unread


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alieen
Civilian


Joined: 04 Dec 2014

PostPosted: Thu Dec 04, 2014 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Welcome! Thanks for joining us. here at ppmsite, deniz1a..."

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