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If the rally point is set on tunnel network or evo, enter it.
RallyPointEnter trait on these buildings will work...? (detected by production/repair/reload behavior)
Action sequence missing.
Sound effect also needed.
Cos tibtree is OP. (?)
Make buildlimit=1 so it is never actually buildable.
At the tooltip, show how to produce it using evo.
GNRL doesn't have garrison muzzle sequence.
Occurs when he goes in a HBOX.
:)
Soviets will get...? crate drop support power?
Oil derricks?
Volkiv, Chitzkoi, Super Tank, nukemig.
It is still lingering there and causing problem.
Probably due to overlapping units. That's not good.
They are not scaled down
we now have cnc3 style queue
Over Powered Mod Mod at Version release-20170102
on map 9a0be9fc201c0fe99407e2a2962b66629fb7b2cc (Tournament Island by Scott_NZ).
Date: 2017-02-02 06:37:46Z
Operating System: Windows (Microsoft Windows NT 6.2.9200.0)
Runtime Version: .NET CLR 4.0.30319.42000
Exception of type System.ArgumentException
: 동일한 키를 사용하는 항목이 이미 추가되었습니다.
위치: System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
위치: System.Collections.Generic.Dictionary2.Insert(TKey key, TValue value, Boolean add) 위치: System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable
1 source, Func2 keySelector, Func
2 elementSelector, IEqualityComparer1 comparer) 위치: System.Linq.Enumerable.ToDictionary[TSource,TKey](IEnumerable
1 source, Func`2 keySelector)
위치: OpenRA.Mods.Common.Traits.Harvester.ClosestProc(Actor self, Actor ignore)
위치: OpenRA.Mods.Common.Traits.Harvester.ChooseNewProc(Actor self, Actor ignore)
위치: OpenRA.Mods.Common.Activities.DeliverResources.Tick(Actor self)
위치: OpenRA.Traits.ActivityUtils.RunActivity(Actor self, Activity act) 파일 D:\work\OpenRA\OpenRA.Game\Traits\ActivityUtils.cs:줄 37
위치: OpenRA.Actor.Tick() 파일 D:\work\OpenRA\OpenRA.Game\Actor.cs:줄 164
위치: OpenRA.World.Tick() 파일 D:\work\OpenRA\OpenRA.Game\World.cs:줄 339
위치: OpenRA.Game.InnerLogicTick(OrderManager orderManager) 파일 D:\work\OpenRA\OpenRA.Game\Game.cs:줄 560
위치: OpenRA.Game.LogicTick() 파일 D:\work\OpenRA\OpenRA.Game\Game.cs:줄 585
위치: OpenRA.Game.Loop() 파일 D:\work\OpenRA\OpenRA.Game\Game.cs:줄 712
위치: OpenRA.Game.Run() 파일 D:\work\OpenRA\OpenRA.Game\Game.cs:줄 752
위치: OpenRA.Program.Run(String[] args) 파일 D:\work\OpenRA\OpenRA.Game\Support\Program.cs:줄 121
위치: OpenRA.Program.Main(String[] args) 파일 D:\work\OpenRA\OpenRA.Game\Support\Program.cs:줄 41
icon not made for qant.
floating point can make desyncs!
Currently, it renders under units. That's correct. However, it should render above bib.
Why don't allies get heli MCV?
(Keep GAMCV but have another heli MCV deploying into GAFACT)
While I like current one, it can be improved.
Maybe I can play antdie sound in REVERSE and get some unique and grotesque sound.
AI has hard time building its base.
To balance allied "chrono" miner, we must do what they did to balance MARV.
MARV only converts 50% of the ore to discourage players from mining their own field with MARV.
Same for chrono miners.
Hmmm...
This is quite important, as desolators work against allies and less against soviets, due to armor types.
when I build buildings, it says "training".
Since we can just put units in and it builds supposedly tier 3 units.
This will be adjusted in some later releases when I make more buildings for ants.
https://github.com/Phrohdoh/oramod-ra2/blob/master/extra-files/rules.ini
Westood RA2 devs have already done some interesting stuff.
I always hear doggie and no ants.
Now that ant tier2 structure is made,
make its special ability work.
It's "horadric cube".
5 warrior ants = super ant (darker warrior ant with stronger HP)
5 super ant = hyper ant (fires tesla zap, looks like super ant but with lightining idle overlay)
5 hyper ant = Hexapod (!)
I could make the thing invisible and draw the hill graphics at the "bib" instead, I think.
Currently I can build ants.
Still, I need to make it "burrow" like tick tanks.
I'm not sure what's causing this. Probably both of the following:
First of all, the letter is tiny (Problem with default OpenRA)
Second, in C&C generals, they showed $$$ multiple times, not summed up value.
More infantry == the more often you get $$$ gives more visible cue and probably a better way to go.
Ants don't build qant nor qnest.
haha...
Currently if level > 255, it is saturated and graphically stays at 255.
I think I can make it saturate at 511 and make it go whiter.
Ant structures should emit ants on destruction (w00t)
OpenRA/OpenRA.Mods.Common/Traits/World/
Maybe this directory will be helpful?
I also don't like where they enter.
The UI is horrible as of now.
horadric cube thingy
no icon for drone ant yet
Needed for a proper MARV.
Current implementation of mods.common has potential bugs...
Whenever any harv virtually dockes in a PROC then it "evicts" from dockedHarv pointer.
When enemy engineer comes and captures the building then the virtual docked one will get captured.
Not good.
They are "bio" structures. Should be unsellable.
Hmmmm Dunno the best way to do it.
My current guess is that flood fill do the best for this job.
Infantries already have hard time dealing ant units.
Strong radiation is too much. Weaken it.
As in TS, RA2, and Generals.
Maybe I can utilize existing map trigger stuff to build a scripted AI.
Rectify production type as in cnc mod.
Infantry.Soviet
Infantry.Allies
Infantry.Ants and so on.
CTNK + HARV will look consistent to RA1 style.
Currently, OpenRA doesn't have such module. Let's make one.
Bibs are for babies haha
(it prevents growth of ore/gem/tiberium and doesn't look good for radioactivity)
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