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Click to see custom Rules.
Lua map
This map includes Lua scripting logic.

Display settings.lua or download file.

Display OreRefinery.lua or download file.

Display NavalYard.lua or download file.

Display Turret.lua or download file.

Display MissileSilo.lua or download file.

Display FlameTower.lua or download file.

Display ServiceDepot.lua or download file.

Display Silo.lua or download file.

Display AdvancedPowerPlant.lua or download file.

Display IronCurtain.lua or download file.

Display Kennel.lua or download file.

Display WarFactory.lua or download file.

Display Pillbox.lua or download file.

Display SubPen.lua or download file.

Display Helipad.lua or download file.

Display GapGenerator.lua or download file.

Display Airfield.lua or download file.

Display AAGun.lua or download file.

Display AlliedTechCenter.lua or download file.

Display SAMSite.lua or download file.

Display CamoPillbox.lua or download file.

Display RadarDome.lua or download file.

Display PowerPlant.lua or download file.

Display SovietTechCenter.lua or download file.

Display Tent.lua or download file.

Display Barracks.lua or download file.

Display Chronosphere.lua or download file.

Display TeslaCoil.lua or download file.

Checkout documentation

04a000e336cd42bab402268d08cd1a25b2d0551e
Description:

Alpha version of Advanced AI player with a custom faction in its full Tech Level and my own map. Also, the difficulty can be changed for the custom AI but any rules for the chosen players are selectable in a regular way.

Important notes:
---------------------

* A custom AI can now repair and sell Construction Yard also after that a new one has been deployed from the Mobile Construction Vehicle.
* A custom AI can build Yaks and Migs now.
* A custom AI will start to give certain orders to its Advanced Mammoth Tank when the enemy gets near to the center of the base.
* Engineer is not a free unit for debugging anymore but can be built like every other unit.

Previous revision Revision Next revision
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4

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Comments for revision 4 (current):
Alley commented on May 7, 2019, 10:32 p.m.

There will be a lot more work and define needed to call this decent. :/

Comments for revision 2:
abcdefg30 commented on April 28, 2019, 10 p.m.

Ah I see. Yeah that should have fixed the crash. ^^

Alley commented on May 1, 2019, 3:29 p.m.

Thanks! Now a new update has been uploaded. :)

Comments for revision 1:
Deathpoint commented on April 27, 2019, 4:37 p.m.

Hi there,

got an errpr :)
Fatal Lua Error: [string "BindingSupport.lua"]:30: Uncaught CLR exception at Lua->CLR boundary: System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> Eluant.LuaException: [string "BindingSupport.lua"]:30: Actor 'dd.sticky (dead)' does not define a property 'Stop'
bei Eluant.LuaRuntime.Call(IList`1 args)
bei Eluant.LuaRuntime.Call(LuaFunction fn, IList`1 args)
bei Eluant.LuaFunction.Call(IList`1 args)
bei OpenRA.Mods.Common.Scripting.UtilsGlobal.Do(LuaValue[] collection, LuaFunction func)
--- Ende der internen Ausnahmestapelüberwachung ---
bei System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
bei System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
bei System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
bei OpenRA.Scripting.ScriptMemberWrapper.Invoke(LuaVararg args)
--- Ende der internen Ausnahmestapelüberwachung ---
bei System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
bei System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
bei System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
bei Eluant.LuaRuntime.MethodWrapper.Invoke(Object[] parms)
bei Eluant.LuaRuntime.MakeManagedCall(IntPtr state, MethodWrapper wrapper)
bei OpenRA.Scripting.ScriptContext.FatalError(String message)
bei OpenRA.Mods.Common.Scripting.ScriptTriggers.OpenRA.Mods.Common.Traits.INotifyDamage.Damaged(Actor self, AttackInfo e)
bei OpenRA.Mods.Common.Traits.Health.InflictDamage(Actor self, Actor attacker, Damage damage, Boolean ignoreModifiers)
bei OpenRA.Actor.InflictDamage(Actor attacker, Damage damage)
bei OpenRA.Mods.Common.Traits.RepairableBuilding.OpenRA.Traits.ITick.Tick(Actor self)
bei OpenRA.World.m__4(TraitPair`1 x)
bei OpenRA.WorldUtils.DoTimed[T](IEnumerable`1 e, Action`1 a, String text)
bei OpenRA.World.Tick()
bei OpenRA.Game.InnerLogicTick(OrderManager orderManager)
bei OpenRA.Game.LogicTick()
bei OpenRA.Game.Loop()
bei OpenRA.Game.Run()
bei OpenRA.Game.InitializeAndRun(String[] args)
bei OpenRA.WindowsLauncher.RunGame(String[] args)
bei OpenRA.WindowsLauncher.Main(String[] args)

hope it helps

Alley commented on April 27, 2019, 8:40 p.m.

Thank you very much! :) You played my mission and helped even if my mission did fail the whole game experience.
Unfortunately, I can't understand LUA fail logs but I try to read and understand. If it does not work I try to fix this issue and after that, I launch my test game again. I hope you will rejoin. :)

Deathpoint commented on April 28, 2019, 5:07 a.m.

Maybe my move helps
I killed the deetroyer and some units at the bridge on the east side with para bombs (maybe also the camo pill box)

dd.sticky (dead) seems like a unit or something Else and there is a stop command missing (my understanding)

abcdefg30 commented on April 28, 2019, 11:23 a.m.

Your GuardExists check is incomplete. You only set that to false when "Guard" is killed, not when "Guard1", "Guard2", ... are killed.

It would probably be best to replace the check in "SendDefence" like this:
if not Guard.IsDead then
Guard.Stop
end
if not Guard1.IsDead then
Guard1.Stop
end
if not Guard2.IsDead then
Guard2.Stop
end
if not Guard3.IsDead then
Guard3.Stop
end
if not Guard4.IsDead then
Guard4.Stop
end

Alley commented on April 28, 2019, 8:44 p.m.

@Deathpoint: I actually even could read out something from that log and also found out that the problem is in a ship that will stop when being dead already... Thank you for your reply again! :)
@abcdefg30: Thank you! :) Very helpful and supporting community. I, however, made a fix when an error occurred and reading your comment you probably comment revision 1 because there I forgot to touch other guards than guard simply called as "Guard".
I didn't get an error in the second test but please check, my revision 2 and tell me if this is better! :)

Mod:
RA
File Size:
57.7 KB
Categories:
Conquest
Uploader:
Players:
8
Tileset:
TEMPERAT
Size:
126x126
MapFormat:
11
Published:
May. 07 - 2019
Downloading:

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

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