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Desert Map Online v3.2
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This map includes Lua scripting logic.

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2e926f9d6d5b2cda234eb890ebba7a70856ea5ec
Description:

better robots, and a custom made sound by me for its lasers

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33

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Comments for revision 34:
zypres commented on July 15, 2020, 9:07 p.m.

can you update it, the paratroopers.
It kinda also need something if units are stuck on the side not coming out..

Comments for revision 18:
Zjordy commented on July 2, 2019, 8:31 a.m.

not good yet, kept crashing and now im back at that you have to abort manually ;p will try something soon

Alley commented on July 2, 2019, 7:08 p.m.

I downloaded your map via OpenRA application when playing with the others not from here. Is this(the latest) revision tested and proved to not crash once the scripted AI will lose? :) In testing and proving, I keep in mind for yourself. If you know it works then it is ready for us to play. :)

Alley commented on July 2, 2019, 7:32 p.m.

I debugged it in OpenRA and fortunately, it really won't crash anymore but it also seems to be impossible to win the battle. :/ I think at least when playing as Allied because this invulnerable Chronosphere can't be destroyed which means Soviet can be killed.

Zjordy commented on July 2, 2019, 9:02 p.m.

added this:
Player:
-ConquestVictoryConditions:

and then tested it again. and the game dont end. before i quit the game, i saw like Zjordy (Won) but the game didnt end. Maybe you know what to do Materia? something with MarkCompletedObjective maybe ?

Materia commented on July 3, 2019, 1:47 a.m.

Okay i downloaded this and tested a bit.
First i thought its because of the preset teams for allies and soviet (wich can or should be removed, doesnt make a difference and is buggy in stats).
But was a small mistake in the lua, in line 193 it should be P6Lost = true not P5 (i'm sorry was from my pastebin)

The -ConquestVictoryConditions: is of course also needed.

Also you could add
Media.DisplayMessage("" .. Multi0.Name .. " has been killed!")
or something like that to tell the players if someone lost.

Comments for revision 14:
Zjordy commented on June 30, 2019, 7:10 p.m.

that should have fixed it. Thank you Materia !

Comments for revision 13:
Materia commented on June 30, 2019, 2:16 p.m.

Ah sorry was a bit late yesterday.
You can fix this if you go to the SetupPlayers function and add P1Lost = true behind the else ( in a new line ) for Multi0 and repeat this for the players.

This is just a variable wich get called later if a team has won.

I think -ConquestVictoryConditions: have to be set to make this working, otherwise all the ai buildings have to be destroyed too if a team won.

Comments for revision 12:
Materia commented on June 30, 2019, 2:51 a.m.

I hope it works like this but should, lets see ;D
https://pastebin.com/FHi9HS8G

Comments for revision 8:
Alley commented on June 29, 2019, 10:28 p.m.

It will crash once a scripted AI will be destroyed. Otherwise, it's a very interesting map. :)

Mod:
RA
File Size:
56.4 KB
Categories:
Soviet vs Allies
Uploader:
Players:
6
Tileset:
DESERT
Size:
126x126
MapFormat:
11
Published:
Jul. 17 - 2019
Downloading:

Parsed by: release-20190314
Lint check status:
pass
release-20190314

Rating:
0.0
Viewed:
693
Downloaded:
443
Played:
0