Posted: Sat Nov 14, 2015 6:55 am Post subject:
TD changes
Subject description: modding Tiberian Dawn
I'm trying to mod TD on OpenRA to where it will match the classic version more. I noticed that the Commando doesn't fire on vehicles, the SSM Launcher doesn't fire at ground units and that the MLRS doesn't shoot aircraft.
So how do I modify these units to do that? I'm more of a visual learner, so if someone who knows how could show me an example on what to do that would be cool. I know you have to modify their weapons but I don't know exactly how though. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Nov 14, 2015 9:38 am Post subject:
There is a Targetable trait on actors where you can list an unlimited amount of target categories (Ground, Water, Air, Vehicle, Structure are common, but nothing stops you for creating your own like ReallySpecificTarget). This is usually used for everything involving targeting, be it weapons or disguise or whatnot.
On the weapon side, both the weapon and the warheads has a ValidTargets (defaults to Ground, Water)/InvalidTargets(defaults to null) list. This means that instead of the TS way of using 0% verses, you're only listing the target actor (group)'s Targetable classes in the weapon to get it targeted by the weapon and add them to the warhead as well to make them affected.
https://github.com/OpenRA/OpenRA/issues/9911 is a bit related and an example why different targettypes are useful between warheads and weapons. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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: Sun Nov 15, 2015 3:40 pm Post subject:
Depends on what tool you use. OpenRA strictly uses tabs for indentation, but some advanced tools tend to convert that to spaces sometimes. Check your tool's doc. _________________ "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
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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
Depends on what tool you use. OpenRA strictly uses tabs for indentation, but some advanced tools tend to convert that to spaces sometimes. Check your tool's doc.
Try Notepad++, it can handle yaml files fine, and also note that not being carefull with your sintax can easily make the game crash, I mean... one extra letter or space, using caps on the wrong word or letter... not maintaining the space blocks organization (the tab button). All of that can make the game crash, so be thorough. _________________
Creator of Shattered Paradise .
ORA Discord https://discordapp.com/invite/tuhp9m6 , SP Discord https://discord.gg/hk428Wk QUICK_EDIT
Try Notepad++, it can handle yaml files fine, and also note that not being carefull with your sintax can easily make the game crash, I mean... one extra letter or space, using caps on the wrong word or letter... not maintaining the space blocks organization (the tab button). All of that can make the game crash, so be thorough.
I was able to mod it the way I wanted to with Notepad++. NICE!
EDIT: I'm trying to make custom techlevels, how would I do this? QUICK_EDIT
It's nice what you're trying to do, as I don't like OpenRA's TD current mod... too different from original, prerequisites changed, some things switched from their respective sides... I think it's a real mess... I'd like to test your mod _________________ Inactive Projects >> Tiberian Sun: Tech Level War http://www.ppmsite.com/forum/index.php?f=843
Download the latest beta: http://www.moddb.com/mods/cc-tiberian-sun-tech-level-war QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Nov 25, 2015 8:59 am Post subject:
CabalCore: should have doubleposted. ProvidesTechPrerequisite in the Player definition (rules/player.yaml) is what you want.
TiberFCSL: The TD OpenRA mod had a gameplay designer and that shows. The differences allow that mod to not be a RA rehash for the players. _________________ "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
It's nice what you're trying to do, as I don't like OpenRA's TD current mod... too different from original, prerequisites changed, some things switched from their respective sides... I think it's a real mess... I'd like to test your mod
I never intended my modifications for public release, this was just personal only because I didn't know if I would break any rules by doing so but it involves modified yaml files. However, if I'm allowed then I don't mind uploading it.
Graion Dilach wrote:
CabalCore: should have doubleposted. ProvidesTechPrerequisite in the Player definition (rules/player.yaml) is what you want.
TiberFCSL: The TD OpenRA mod had a gameplay designer and that shows. The differences allow that mod to not be a RA rehash for the players.
Sorry about that, I know it's bad to double post so I don't usually do it. Though I do understand that the reason all these changes were made in OpenRA is for balancing. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Nov 26, 2015 10:22 am Post subject:
I don't read these boards lately much tbh and I don't think there are many active OpenRA people around either - usually they are just pointed towards PPM stuff via IRC by someone.
The doublepost should have made sure I'd have noticed your post, whatever.
Modifications based on any OpenRA mods are okay. As long as you don't overwrite the OpenRA mod but create your own subfolder for them (although I'd personally suggest that such a mod should be published at http://www.sleipnirstuff.com/forum/viewforum.php?f=83 as well). _________________ "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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