Deathdeal
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Lua map
This map includes Lua scripting logic.
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Description:
Fixed the crash when a mine is placed on a move or telport trigger.
used a chack on a.HasProperty("IsMobile") this time so only units with the move trait are teleported.
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Reports of Deathdeal
Lint check for release-20250330
Testing map: Deathdeal
| Previous revision | Revision | Next revision |
|---|---|---|
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10 |
It's the latest |
Comments for revision 9:
Mod:
RA
File Size:
18.1 KB
Categories:
Conquest
Uploader:
Players:
2
Tileset:
INTERIOR
Size:
90x60
MapFormat:
12
Published:
Feb. 10 - 2026
Downloading:
Parsed by: release-20250330
Lint check status:
pass
release-20250330
Rating:
0.0
Viewed:
29
Downloaded:
7
Played:
0
I like this map. It's a nice simple example of a lua script and simple mod with tweaks to the lobby.
However, I used a mine-layer between the "secret tunnel" and the base, resulting in a crash:
Fatal Lua Error: [string "-- Make copies of global functions to preve..."]:30: Actor 'minv' does not define a property 'Move'
at Eluant.LuaRuntime.Call(IList`1 args)
at Eluant.LuaRuntime.Call(LuaFunction fn, IList`1 args)
at Eluant.LuaFunction.Call(IList`1 args)
at Eluant.LuaFunction.Call(LuaValue[] args)
at OpenRA.Mods.Common.Scripting.TriggerGlobal.<>c__DisplayClass23_0.g__InvokeEntry|0(Actor a) in /home/runner/work/OpenRA/OpenRA/OpenRA.Mods.Common/Scripting/Global/TriggerGlobal.cs:line 399
This can be fixed by including minv in the excepted units of the actor move check. To the deathdeal.lua file add:
or a.Type == "minv"
into both lines 102 and 109.
Thanks