OmegaBolt







Joined: 21 Mar 2005

Location: York, England President: 21 Mar 2005: York, England



Posted: Fri Mar 13, 2015 1:39 pm Post subject: QUICK_EDIT

Attach signature (signatures can be changed in profile) close I recently just put up my first pull request onto the OpenRA git, which means that they can pull the code into the mod if they want to. This was simply me adding the upgrades back into Dune 2000 as well as a few other minor changes.



Hopefully they'll be working on getting Dune as close to the original as possible and I'll try helping since I already did my own mod with most of this done.



So first to add Dune 2000 style upgrades, where you build the upgrade and once complete it automatically takes affect, I first add another production queue. Production queues are on the "player" actor, which seems to feed certain things to and from the player. I also need to add the suitable code to the sidebar so I get a nice new tab...







I shifted all the other tabs down so it goes Buildings, Upgrades then Infantry etc etc down the side. You need to define the graphics themselves in chrome.yaml (though I don't think the yamls are really hardcoded like rules.ini, art.ini etc so you could probably put them pretty much anywhere.



Next I need the Con Yard to use this new production queue, so I simply add it to the list of queues. Unlike C&C there doesn't seem to be any set TechnoTypes, simply all actors can do anything and acquire their characteristics from traits. So here I use MoveIntoWorld: false, and Exit:, so when it produces the upgrade it gets spawned outside the map instantly and simply lets me used it's prerequisites.







This of course could also be used to give other effects.



Finally here's the upgrade code itself...







RaceImages is an interesting way of defining faction specific art for structures that are otherwise identical between factions. In theory this could be used beautifully to recreate Mooman's YR Capture Pack, whereby there were Allied coloured Soviet vehicles incase the Allies captured a Soviet War Factory and vice versa.

_________________

I recently just put up my first pull request onto the OpenRA git, which means that they can pull the code into the mod if they want to. This was simply me adding the upgrades back into Dune 2000 as well as a few other minor changes.Hopefully they'll be working on getting Dune as close to the original as possible and I'll try helping since I already did my own mod with most of this done.So first to add Dune 2000 style upgrades, where you build the upgrade and once complete it automatically takes affect, I first add another production queue. Production queues are on the "player" actor, which seems to feed certain things to and from the player. I also need to add the suitable code to the sidebar so I get a nice new tab...I shifted all the other tabs down so it goes Buildings, Upgrades then Infantry etc etc down the side. You need to define the graphics themselves in chrome.yaml (though I don't think the yamls are really hardcoded like rules.ini, art.ini etc so you could probably put them pretty much anywhere.Next I need the Con Yard to use this new production queue, so I simply add it to the list of queues. Unlike C&C there doesn't seem to be any set TechnoTypes, simply all actors can do anything and acquire their characteristics from traits. So here I use MoveIntoWorld: false, and Exit:, so when it produces the upgrade it gets spawned outside the map instantly and simply lets me used it's prerequisites.This of course could also be used to give other effects.Finally here's the upgrade code itself...RaceImages is an interesting way of defining faction specific art for structures that are otherwise identical between factions. In theory this could be used beautifully to recreate Mooman's YR Capture Pack, whereby there were Allied coloured Soviet vehicles incase the Allies captured a Soviet War Factory and vice versa._________________ TAK02 wrote: Screw AttachEffect. Can't think of any use for it.

QUICK_EDIT