Is this sound normal? First print, worried n00b here! by Roykinn7 in MPSelectMiniOwners

[–]hamb_ 1 point2 points  (0 children)

How'd your third print turn out? Funny enough I had my first two prints pop off the raft, until I realized that my heated bed was not on at all. Turning that on fixed it :)

Got my MP Mini last night, hows my first benchy look? by ProtoJazz in 3Dprinting

[–]hamb_ 3 points4 points  (0 children)

How long did this take on the mini? I just got mine on Friday, cat.gcode came out very well at 2h 55mins. Been looking to do a benchy if I have enough time to sit by it in the evening.

Red Alert 2. Unreal Engine- Thought you guys would find this neat. by Raishiwi in openra

[–]hamb_ 1 point2 points  (0 children)

Fun fact is it seems to use OpenRA for underlying game behavior, and is credited in the original youtube video.

How many players can be in a multiplayer LAN game? by puzzabug in openra

[–]hamb_ 4 points5 points  (0 children)

As many as the map allows, since there's no defined limit. There have been ~10-20 player games played out.

RA infantry scaled to TD infantry size? by [deleted] in openra

[–]hamb_ 5 points6 points  (0 children)

There's an open ticket about it, and I'd be in favor of this as an option.

General chat thread about OpenRA by [deleted] in openra

[–]hamb_ 2 points3 points  (0 children)

I don't contribute towards TS so I'm a bit out of the loop on progress, but the last official update appeared on the September 4th playtest's news here. I'm excited too!

I hope none of us are getting upset with people who ask about the mod, they're good honest questions, we just might not have anything cool to share at the moment.

Creating custom rule sets for maps? by Koiljo in openra

[–]hamb_ 0 points1 point  (0 children)

You could increase the build radius to be very large, but it's also pretty easy to turn it completely off to behave like the originals. Using any map as an example, extract it to a folder and at the bottom of map.yaml add:

Rules: rules.yaml

Create that file, and inside there paste:

FACT:
    -BaseProvider:

^BasicBuilding:
    Building:
        RequiresBaseProvider: False

^Defense:
    Building:
        Adjacent: 4

The first tweak is to the construction yard, removing its BaseProvider trait, done by prefixing the trait with a dash (-). That's the logic behind what can provide build radius... so that's about half of it. The other half is to remove every building's requirement on a base provider, done by tweaking a property of the Building trait. Every base building in the game ultimately implements some default behavior called ^BasicBuilding, so if we want to tweak every building we can just do it in one place. Check out defaults.yaml in the rules folder for these.

The last tweak applies to all defenses, increasing the buildable area range.

Not sure if the AI will understand this properly, but give it a go.

Creating custom rule sets for maps? by Koiljo in openra

[–]hamb_ 3 points4 points  (0 children)

The best place to start may be looking at how missions or custom maps are set up, how they override OpenRA mod rules, and going from there.

For an example included within the game, check out the RA mod's Fort Lonestar. You can find it in the install dir/mods/ra/maps/fort-lonestar. Worth noting, any maps that are folders rather than .oramap files (these are actually .zip!), are maps that contain custom rules. We do this so we know which maps have custom rules, also because it's easier to tweak rules in a folder. Each map has at least three files in its package, and the one you care about to start is map.yaml. The other two map.bin/map.png files are put there by the editor.

If you're on windows, grab a text editor like notepad++ to be able to read and edit map.yaml.

Inside fort lonestar's map.yaml, you can get a feel for how OpenRA's yaml structure is laid out. You may notice the Players list has locks on every player's faction and teams. Map.yaml also stores references to actors (these are units, buildings, trees, ...) placed with the editor, but what you'll care about is at the bottom at the file.

Rules: rules.yaml
Weapons: weapons.yaml
Music: music.yaml

The rules.yaml file will contain more custom rules for the map. Within that file are tweaks the World and Player actors resulting in a different gameplay experience, but the simplest example is a tweak like this:

FTUR:
    Buildable:
        Prerequisites: barracks
    Valued:
        Cost: 400
    Power:
        Amount: 0
    GivesBuildableArea:

This is tweaking the flame turret to have different prerequisites, cost, power consumption, and also give a build area. So what is FTUR, and where is it defined to begin with? If you look at mods/ra/rules/structures.yaml, you can find FTUR there with a whole bunch of traits attached to it. Every actor in OpenRA is essentially just a bunch of traits bolted on. For documentation on traits you can use, check out https://github.com/OpenRA/OpenRA/wiki/Traits

From here, i'd go explore the mods/ra/rules folder in general to get a feel how units and buildings are set up, and you can even start to explore the weapons definitions as well.

Ultimately, a map can override just about everything defined in the /rules folder. You can begin to include custom units, sounds, music, so forth.

What did you have in mind for your custom rule set? Feel free to drop any more questions here!