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License: GNU General Public License v3.0
Combined Arms
License: GNU General Public License v3.0
on ee778c8
[2024-02-16T16:28:39] Game started
Exception of type `System.InvalidOperationException`: Attempting to query the position of an invalid Target
at OpenRA.Traits.Target.get_CenterPosition() in D:\work\Projects\Github\camod-mirror\engine\OpenRA.Game\Traits\Target.cs:line 169
at OpenRA.Mods.CA.Activities.CruiseMissileFly..ctor(Actor self, Target t, CruiseMissile cm, WDist maxAltitude, WDist maxTargetMovement, Boolean trackTarget) in D:\work\Projects\Github\camod-mirror\OpenRA.Mods.CA\Activities\CruiseMissileFly.cs:line 59
at OpenRA.Mods.CA.Traits.CruiseMissile.GetActivity(Actor self, Target target) in D:\work\Projects\Github\camod-mirror\OpenRA.Mods.CA\Traits\CruiseMissile.cs:line 91
at OpenRA.Mods.CA.Traits.MissileBase.OpenRA.Traits.INotifyAddedToWorld.AddedToWorld(Actor self) in D:\work\Projects\Github\camod-mirror\OpenRA.Mods.CA\Traits\MissileBase.cs:line 129
at OpenRA.World.Add(Actor a) in D:\work\Projects\Github\camod-mirror\engine\OpenRA.Game\World.cs:line 341
at OpenRA.Mods.CA.Traits.MissileSpawnerMaster.<>c__DisplayClass17_0.<SpawnIntoWorld>b__0(World w) in D:\work\Projects\Github\camod-mirror\OpenRA.Mods.CA\Traits\MissileSpawnerMaster.cs:line 207
at OpenRA.World.Tick() in D:\work\Projects\Github\camod-mirror\engine\OpenRA.Game\World.cs:line 453
at OpenRA.Game.InnerLogicTick(OrderManager orderManager) in D:\work\Projects\Github\camod-mirror\engine\OpenRA.Game\Game.cs:line 630
at OpenRA.Game.LogicTick() in D:\work\Projects\Github\camod-mirror\engine\OpenRA.Game\Game.cs:line 645
at OpenRA.Game.Loop() in D:\work\Projects\Github\camod-mirror\engine\OpenRA.Game\Game.cs:line 814
at OpenRA.Game.Run() in D:\work\Projects\Github\camod-mirror\engine\OpenRA.Game\Game.cs:line 867
at OpenRA.Game.InitializeAndRun(String[] args) in D:\work\Projects\Github\camod-mirror\engine\OpenRA.Game\Game.cs:line 305
at OpenRA.Launcher.Program.Main(String[] args) in D:\work\Projects\Github\camod-mirror\engine\OpenRA.Launcher\Program.cs:line 32
terminate called without an active exception
Guess you need a target check at CruiseMissileFly.cs:line 59.
BuildLimit field of to be converted into actor can interferes with Convertible: of actor being converted from, causing failure ejection on conversion completion.
Going to do some upgrade to my old AI squad module, and I have a rather radical idea: transport my Guerrilla Squad in TA mod to CA.
Guerrilla Squad like regular ground squad at its AttackMove state, but when encounter, the squad will fight in 1 interval and retreat in 2 intervals in a loop, which can both served as scout in early game and a hit and run squad at mid and late game.
you can find related code here. it is not the newest but I change not much so I guess I can show it here:
https://gitee.com/CastleJing/TA_Engine/commit/da7a84322428911a70bc796efbb350abf59b031d
Suggestions if you want to use this experimental thing:
Hi,
I ran:
find . -name "*.sh" -exec chmod +x {} \;
make
cd packaging/linux
./buildpackage.sh $(git-comno).git.$(loge | head -c 7 ) $HOME/Applications/OpenRA
and I received the error:
OpenRA.Platforms.Default -> /data/GitHub/others/CAmod/engine/OpenRA.Platforms.Default.dll
OpenRA.Test -> /data/GitHub/others/CAmod/engine/OpenRA.Test.dll
Installing OpenRA engine to /data/GitHub/others/CAmod/packaging/linux/CombinedArms.appdir/usr/lib/openra
Installing OpenRA common mod files to /data/GitHub/others/CAmod/packaging/linux/CombinedArms.appdir/usr/lib/openra
cp: cannot stat './mods/ca/OpenRA.Mods.CA.dll': No such file or directory
The first line (find . -name...
) fixed #1.
Thanks for your time
So I noticed that scrin doesn't have a navy which makes sense. However most of their vehicles hover. Would it make sense to let scrin vehicles go over water similar to the Hover MLRS from GDI?
[2020-08-30T00:29:29] Game started
Exception of type `System.InvalidOperationException`: Unit `apc2.nod` does not have a sequence named `turret2`
at OpenRA.Graphics.SequenceProvider.GetSequence(String unitName, String sequenceName)
......
I was thinking that since the allies get chronominers when an ore purifier is built, that it may make sense to give the soviets a similar thing.
Any thoughts on making it so the soviets get their armed harvesters when the industrial plant is built?
Context:
How to reproduce:
Hi,
I downloaded the latest OpenRA - Combined Arms build in AppImage and it's stuck on loading screen after doing quick install.
When restarted you get to same situation without the prompt for installation.
Attached are all the logs that have size > 0.
perf.log
debug.log
install.log
I tried to delete ~/.config/openra
and start the game again. I got the prompt for installation and then ended up in the same situation as above.
I tried the original OpenRA and didn't have this issue.
When you build either a barrack, or something that does haves a queue, it desyncs the online game.
It only happens when a member of the soviet faction is being used.
Here I provide a "syncreport" file:
syncreport-2024-02-27T063313Z-4.log
Hi,
When I try to build this mod with make
, I get the error:
Fetching Eluant from GitHub.
Fetching rix0rrr.BeaconLib from NuGet.
./thirdparty/fetch-thirdparty-deps.sh: line 93: ../noget.sh: Permission denied
make[1]: *** [Makefile:171: cli-dependencies] Error 126
make[1]: Leaving directory '/data/GitHub/others/CAmod/engine'
make: *** [Makefile:106: engine-dependencies] Error 2
Shell scripts throughout this repo seem to have non-executable permissions. If you'd like to fix this, run chmod +x filename
for all files with a .sh
file extension.
Thanks for your time
Hi, here.
I want to ask where is the CA engine repo? I want to do some AI related pull request on it.
OpenRA.Utility(1,1): Error: System.AggregateException: One or more errors occurred. (rules.yaml:67: There are no elements with key `RequiresCondition` to remove)
---> OpenRA.YamlException: rules.yaml:67: There are no elements with key `RequiresCondition` to remove
at OpenRA.MiniYaml.ResolveInherits(MiniYaml node, Dictionary`2 tree, ImmutableDictionary`2 inherited) in D:\work\Projects\Github\camod-mirror\engine\OpenRA.Game\MiniYaml.cs:line 386
at OpenRA.MiniYaml.MergeIntoResolved(MiniYamlNode overrideNode, List`1 existingNodes, HashSet`1 existingNodeKeys, Dictionary`2 tree, ImmutableDictionary`2 inherited) in D:\work\Projects\Github\camod-mirror\engine\OpenRA.Game\MiniYaml.cs:line 355
at OpenRA.MiniYaml.ResolveInherits(MiniYaml node, Dictionary`2 tree, ImmutableDictionary`2 inherited) in D:\work\Projects\Github\camod-mirror\engine\OpenRA.Game\MiniYaml.cs:line 390
``
Nice game.
Though it's only available as a Appimage. Though Appimage is fine and i'ts being distroagnostic and all. But Being on flathub as a flatpak would be very nice in terms of discoverablity, also being distrofriendly and having the latest version of the game.
It would be nice and convenient if it where available on Flathub as well, thats all.
It should look like this.
Hi, here.
I have a suggestion for CA aircraft AI.
Although in engine fix by @darkademic the air force become more cunning, but AI aircraft seems like stay and do nothing when they are not ordered to attack, when they face any enemy. I had an idea to make them more offensive, and I tried it (add it to all aircraft) in SP which worked pretty well:
AutoTarget:
InitialStanceAI: AttackAnything
If your aircraft can attack while moving, it will be even better.
Upon days of debugging on lag-spike, I will share some discoveries on the lag-spikes here and welcome if someone can go further and faster than me. I use CA mod as test mod because CA AI is a classic example on massively AI combats which is common in OpenRA game/mod making, and OpenRA RA will also come to this one day.
I push my test branch "lagspike-test" here on testing the CA. In the test branch I add original "GroundState" and "AirState" from OpenRA bleed. So you can switch states in "SquadCA" to see if it is my new states (now in CA) cause the lag-spikes or somewhere else.
I also suggest add two more colors in PerfHistory.Colors
at engine code to make it more clearly on watch the performance window.
Combat Valley, 8 Players map. Please use 4v4 brutal AIs -- 4 on the left side and 4 on the right side. I don't know which factor in this map make it easy to reproduce the bug.
The lag spikes will happen when attack finally reach deep in AI base, or late game, which is very obviously and lag the game suddenly to 8 FPS.
My changes on "GroundState" is not related to this bug. It is still happening when I switch to original version.
My changes on "AirState" is not related to this bug. It is still happening when I switch to original version.
Protection squad related is not related to this bug. I simply disable the ProtectOwn
in SquadManagerBotModuleCA
, which means the AI will only update attacker's position and will never use protection squad. Lag-spikes are still happening.
The interval in lag spikes is predictable
You can see the lag-spikes is sky high, but it happens in a fixed interval if it happens continuously. I find it is 50 ticks at minimum, which means when lag-spikes condition is not ending, somewhere in bot tick will trigger and lag the game at every 50 ticks. I check and find out those (including AI.yaml settings):
I will do some tests on them.
I have not tried other tilesets, but I was building a map for Combined Arms and found some terrain issues on desert maps. It seems with the default world.yaml rules shipped from Git and the current release packages, there are some defined entries for the bridge layer that are incorrect.
This issue does not present it in the map editor only when in-game.
I've determined the cause to be the "LegacyBridgeLayer" entry in the world.yaml rules.
LegacyBridgeLayer: Bridges: bridge1, bridge2, br1, br2, br3, sbridge1, sbridge2, sbridge3, sbridge4, sbridge5, brg1, brg2, brg3, brv1, brv2, brv3, brh1, brh2, brh3
If we remove brv1, brv2, brv3, brh1, brh2, brh3 the terrain issues are fixed and we no longer have incorrect random bridges.
Screenshot with the original "LegacyBridgeLayer" options (various debug display options are enabled to show terrain and actor information):
Screenshot with the "LegacyBridgeLayer" options modified to remove "brv1, brv2, brv3, brh1, brh2, brh3" (various debug display options are enabled to show terrain and actor information):
I want to ask for permission for Chinese Localization for CA, which the localization team leader @HansNihall think is a quite exquisite mod, although it has an appearance of first generation of CNC at first glance. Could you please give us the permission on localization for next stable release of CA?
Because OpenRA doesn't have a good localization module for now, especially many texts in gameplay related to engine itself, so the localization version will be a different mod. After it is done it will be put in this page of Moddb and you can check it out.
Overhaul Drop pod support power required.
Causes MP Desync
First actor created spawns flying the wrong direction (mirrored)
After a player deploys a radar dome or communications center, the minimap radar shows the terrain rendered as black.
This seems to be similar to OpenRA/d2#167, adding the PlayerRadarTerrain trait to the Player actor in mods/ca/rules/player.yaml fixes this and the radar renders the minimap correctly.
Playing with England. If my first Allied Tech center is lost then the GPS scan is lost. I had two tech centers built but when the first was lost the GPS scan disappeared. I tried selling the second tech center and rebuilding it but it never came back.
Also would it be possible to hide the counter from enemies? Similiar to other factions recon abilities?
I see CA apply mind control recently and I think I need to inform you about some bugs it may cause.
Make sure all units either can be targeted with "mindcontrollable" trait, or cannot be targeted by mindcontroll weapon at any condition, especially including aircraft that may land or otherwise it may cause game crush when MC weapon target and fire at it.
Transport bug. when change owner the cargo will also change owner, which means when you mind control/hijack a transport you can unload cargo and then cargo will be yours forever. Delete lines in OnOwnerChanged
function can fix this.
The game sometimes crashes when Tomahawk launches missiles.
Exception of type `System.InvalidOperationException`: Attempting to query the position of an invalid Target
at OpenRA.Traits.Target.get_CenterPosition() in /<...>/CAmod/engine/OpenRA.Game/Traits/Target.cs:line 169
at OpenRA.Mods.CA.Activities.CruiseMissileFly..ctor(Actor self, Target t, CruiseMissile cm, WDist maxAltitude, WDist maxTargetMovement, Boolean trackTarget) in <...>/CAmod/OpenRA.Mods.CA/Activities/CruiseMissileFly.cs:line 36
at OpenRA.Mods.CA.Traits.CruiseMissile.GetActivity(Actor self, Target target) in /<...>/CAmod/OpenRA.Mods.CA/Traits/CruiseMissile.cs:line 91
at OpenRA.Mods.CA.Traits.MissileBase.OpenRA.Traits.INotifyAddedToWorld.AddedToWorld(Actor self) in /<...>/CAmod/OpenRA.Mods.CA/Traits/MissileBase.cs:line 129
at OpenRA.World.Add(Actor a) in <...>/CAmod/engine/OpenRA.Game/World.cs:line 341
at OpenRA.World.Tick() in <...>/CAmod/engine/OpenRA.Game/World.cs:line 453
at OpenRA.Game.InnerLogicTick(OrderManager orderManager) in /<...>/CAmod/engine/OpenRA.Game/Game.cs:line 630
at OpenRA.Game.LogicTick() in <...>/CAmod/engine/OpenRA.Game/Game.cs:line 645
at OpenRA.Game.Loop() in <...>/CAmod/engine/OpenRA.Game/Game.cs:line 812
at OpenRA.Game.Run() in <...>/CAmod/engine/OpenRA.Game/Game.cs:line 862
at OpenRA.Game.InitializeAndRun(String[] args) in <...>/CAmod/engine/OpenRA.Game/Game.cs:line 304
at OpenRA.Launcher.Program.Main(String[] args) in <...>/CAmod/engine/OpenRA.Launcher/Program.cs:line 32
Game builded from WIP
branch with new GDI tomahawk.
Exception of type `System.InvalidOperationException`: The sequence does not contain any elements
at System.Linq.Enumerable.Min[TSource](IEnumerable`1 source)
at OpenRA.Mods.Common.Activities.Attack.Tick(Actor self)
at OpenRA.Activities.Activity.TickOuter(Actor self)
at OpenRA.Traits.ActivityUtils.RunActivity(Actor self, Activity act)
at OpenRA.Actor.Tick()
at OpenRA.World.Tick()
CA-version: a8058a8
Context:
How to reproduce:
While it is very nice to see Combined Arms using code from Attacque Supérior, it does so without acknowledging a specific AS contributor whose feature were transferred. Gerseras never contributed to upstream OpenRA and with CA using his IvanBombs implementation from AttacqueSuperior/Engine#26, is missing from the CA credits list.
First let me say I've been anxiously waiting for the new release and have been excited to play.
I tried to play as Allies specifically England. I created my tech center and two GPS Satellite count downs appeared. One launched the satellite the other doesn't do anything. It counts down but it never actually reveals anything on the map. It seems like it is supposed to reveal the entire map periodically. Since it didn't work I'm not sure if I actually liked it better or not. It seems like it could be useful but liked the old satellite better. Or if it's not an all the time thing maybe at least give the user the ability to control it.
Freeze as in becoming utterly unresponsive, they just hang there for remainder of game.
Hi,
I'm currently getting this error when I run make
:
OpenRA.PostProcess -> /data/GitHub/others/CAmod/engine/OpenRA.PostProcess.exe
OpenRA.Game -> /data/GitHub/others/CAmod/engine/OpenRA.Game.exe
OpenRA.Mods.Common -> /data/GitHub/others/CAmod/engine/mods/common/OpenRA.Mods.Common.dll
/usr/lib/mono/msbuild/Current/bin/Sdks/Microsoft.NET.Sdk/targets/Microsoft.PackageDependencyResolution.targets(234,5): error NETSDK1004: Assets file '/data/GitHub/others/CAmod/OpenRA.Mods.CA/C:/Users/F/Documents/GitHub/CAmod/OpenRA.Mods.CA/obj/project.assets.json' not found. Run a NuGet package restore to generate this file. [/data/GitHub/others/CAmod/OpenRA.Mods.CA/OpenRA.Mods.CA.csproj]
OpenRA.Mods.Cnc -> /data/GitHub/others/CAmod/engine/mods/common/OpenRA.Mods.Cnc.dll
with commit 94621d2.
Thanks for your time,
Brenton
OpenRA engine version ca-2307
OpenRA Language: en
Combined Arms mod version 1.01
on map 190706e1d452e4d116396ae0aca84e91ba0728b7 (09: Zenith by Darkademic).
Date: 2024-03-03 02:38:14Z
Operating System: Windows (X64, Microsoft Windows NT 6.3.9600.0)
Runtime Version: .NET CLR 6.0.25
Installed Language: zh (Installed) zh (Current) zh (Current UI)
Exception of type `System.InvalidOperationException`: Cannot AddInfluence until previous influence is removed with RemoveInfluence
at OpenRA.Mods.Common.Traits.Aircraft.AddInfluence(ValueTuple`2[] landingCells) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Mods.Common/Traits/Air/Aircraft.cs:line 876
at OpenRA.Mods.Common.Traits.Aircraft.AddInfluence(CPos landingCell) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Mods.Common/Traits/Air/Aircraft.cs:line 886
at OpenRA.Mods.Common.Activities.Land.Tick(Actor self) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Mods.Common/Activities/Air/Land.cs:line 237
at OpenRA.Activities.Activity.TickOuter(Actor self) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Activities/Activity.cs:line 108
at OpenRA.Traits.ActivityUtils.RunActivity(Actor self, Activity act) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Traits/ActivityUtils.cs:line 29
at OpenRA.Actor.Tick() in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Actor.cs:line 262
at OpenRA.World.Tick() in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/World.cs:line 446
at OpenRA.Game.InnerLogicTick(OrderManager orderManager) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Game.cs:line 630
at OpenRA.Game.LogicTick() in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Game.cs:line 645
at OpenRA.Game.Loop() in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Game.cs:line 814
at OpenRA.Game.Run() in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Game.cs:line 867
at OpenRA.Game.InitializeAndRun(String[] args) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Game.cs:line 305
at OpenRA.WindowsLauncher.WindowsLauncher.RunGame(String[] args) in /home/runner/work/CAmod/CAmod/engine/OpenRA.WindowsLauncher/Program.cs:line 71
OpenRA engine version ca-2307
OpenRA Language: en
Combined Arms mod version 1.01
on map 535f2e48bd401f1bb73f3217ce045bcedd842562 (Winter Storm by Kyrylo Silin).
Date: 2024-03-03 02:44:16Z
Operating System: Windows (X64, Microsoft Windows NT 6.3.9600.0)
Runtime Version: .NET CLR 6.0.25
Installed Language: zh (Installed) zh (Current) zh (Current UI)
Exception of type `System.InvalidOperationException`: Cannot AddInfluence until previous influence is removed with RemoveInfluence
at OpenRA.Mods.Common.Traits.Aircraft.AddInfluence(ValueTuple`2[] landingCells) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Mods.Common/Traits/Air/Aircraft.cs:line 876
at OpenRA.Mods.Common.Traits.Aircraft.AddInfluence(CPos landingCell) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Mods.Common/Traits/Air/Aircraft.cs:line 886
at OpenRA.Mods.Common.Activities.Land.Tick(Actor self) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Mods.Common/Activities/Air/Land.cs:line 237
at OpenRA.Activities.Activity.TickOuter(Actor self) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Activities/Activity.cs:line 108
at OpenRA.Traits.ActivityUtils.RunActivity(Actor self, Activity act) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Traits/ActivityUtils.cs:line 29
at OpenRA.Actor.Tick() in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Actor.cs:line 262
at OpenRA.World.Tick() in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/World.cs:line 446
at OpenRA.Game.InnerLogicTick(OrderManager orderManager) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Game.cs:line 630
at OpenRA.Game.LogicTick() in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Game.cs:line 645
at OpenRA.Game.Loop() in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Game.cs:line 814
at OpenRA.Game.Run() in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Game.cs:line 867
at OpenRA.Game.InitializeAndRun(String[] args) in /home/runner/work/CAmod/CAmod/engine/OpenRA.Game/Game.cs:line 305
at OpenRA.WindowsLauncher.WindowsLauncher.RunGame(String[] args) in /home/runner/work/CAmod/CAmod/engine/OpenRA.WindowsLauncher/Program.cs:line 71
Weapon assigned to PointDefense seems to ignore Ammo mechanic, or ReloadDelay on weapon for that matter.
I was trying to use PointDefense to emulate Flares that would be dropped from Aircraft, for that end have given this to MiG:
Armament@TERTIARY:
Name: tertiary
Weapon: PointLaser
LocalOffset: -480,0,-90
PauseOnCondition: empdisable || !flareammo
ForceTargetRelationships: Enemy
PointDefense:
Armament: tertiary
PointDefenseTypes: AAMissile
RequiresCondition: airborne
ValidRelationships: Enemy
AmmoPool@2:
Name: flareammo
Ammo: 1
AmmoCondition: flareammo
Armaments: tertiary
ReloadAmmoPool@flare:
AmmoPool: flareammo
Delay: 300
Count: 1
Sound: minelay1.aud
RequiresCondition: !flareammo
this was how the weapon was configured:
PointLaser:
# ReloadDelay: 900
# ReloadDelay: 300
# all had the same result
ReloadDelay: 100
ValidTargets: AAMissile
# InvalidTargets: Infantry, Vehicle, Structure, Wall
Range: 0c768
Report: vpalwe2d.aud
Projectile: LaserZap
Width: 30
Duration: 3
Color: 03f0fc
ZOffset: 2047
SecondaryBeam: true
SecondaryBeamWidth: 50
SecondaryBeamZOffset: 2047
SecondaryBeamColor: 03fcfc30
Blockable: false
Warhead@1Dam: SpreadDamage
Spread: 42
Damage: 1
DamageTypes: DefaultDeath
Versus:
None: 250
Light: 100
Wood: 60
Heavy: 100
Concrete: 90
The result was that PointDefense worked all the time, causing the Aircraft to become practically invincible as it kept shooting down each and every missile coming in radius.
For me building this mod at the moment gives the error:
make[1]: Leaving directory '/data/GitHub/others/CAmod/engine'
Restore completed in 47.62 ms for /data/GitHub/others/CAmod/OpenRA.Mods.CA/OpenRA.Mods.CA.csproj.
Restore completed in 0.69 ms for /data/GitHub/others/CAmod/engine/OpenRA.Mods.Cnc/OpenRA.Mods.Cnc.csproj.
Restore completed in 0.38 ms for /data/GitHub/others/CAmod/engine/OpenRA.Game/OpenRA.Game.csproj.
Restore completed in 0.35 ms for /data/GitHub/others/CAmod/engine/OpenRA.PostProcess/OpenRA.PostProcess.csproj.
Restore completed in 0.45 ms for /data/GitHub/others/CAmod/engine/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj.
OpenRA.PostProcess -> /data/GitHub/others/CAmod/engine/OpenRA.PostProcess.exe
OpenRA.Game -> /data/GitHub/others/CAmod/engine/OpenRA.Game.exe
OpenRA.Mods.Common -> /data/GitHub/others/CAmod/engine/mods/common/OpenRA.Mods.Common.dll
/usr/lib/mono/msbuild/Current/bin/Sdks/Microsoft.NET.Sdk/targets/Microsoft.PackageDependencyResolution.targets(234,5): error NETSDK1004: Assets file '/data/GitHub/others/CAmod/OpenRA.Mods.CA/C:/Users/F/Documents/GitHub/CAmod/OpenRA.Mods.CA/obj/project.assets.json' not found. Run a NuGet package restore to generate this file. [/data/GitHub/others/CAmod/OpenRA.Mods.CA/OpenRA.Mods.CA.csproj]
OpenRA.Mods.Cnc -> /data/GitHub/others/CAmod/engine/mods/common/OpenRA.Mods.Cnc.dll
make: *** [Makefile:119: core] Error 1
Thanks for your time
When I hit Q twice as nod. All mobile stealth generators come running. Same as GDI with sensor arrays. Any way to have them stay deployed where they are at.
TransformOnCondition: used with a condition granted via a plug, with SkipMakeAnims: false triggers building sold animation of the building the plug gets placed on, before displaying the given build-up anim of the resulting new structure.
I was playing skirmish 3 on 3 and the game crashed. For now I don't know how to replicate this bug but I will try.
Here is the exception log:
OpenRA engine version d006601
Combined Arms mod version 0.61
on map 3bf3c4089a18341cd8bf29cfc7bb88c777bd3e2f (Bombardment Islands by Sprog).
Date: 2020-01-31 23:37:57Z
Operating System: Linux (Unix 5.4.12.200)
Runtime Version: Mono 6.4.0.198 (tarball Tue Sep 24 01:20:30 UTC 2019) CLR 4.0.30319.42000
Exception of typeSystem.InvalidOperationException
: Attempting to query the position of an invalid Target
at OpenRA.Traits.Target.get_CenterPosition () [0x0003e] in :0
at OpenRA.Mods.Common.Activities.FlyAttackRun.OnFirstRun (OpenRA.Actor self) [0x00000] in /home/travis/build/Inq8/CAmod/engine/OpenRA.Mods.Common/Activities/Air/FlyAttack.cs:225
at OpenRA.Activities.Activity.TickOuter (OpenRA.Actor self) [0x00034] in :0
at OpenRA.Traits.ActivityUtils.RunActivity (OpenRA.Actor self, OpenRA.Activities.Activity act) [0x00015] in :0
at OpenRA.Activities.Activity.TickChild (OpenRA.Actor self) [0x00008] in :0
at OpenRA.Activities.Activity.TickOuter (OpenRA.Actor self) [0x0004a] in :0
at OpenRA.Traits.ActivityUtils.RunActivity (OpenRA.Actor self, OpenRA.Activities.Activity act) [0x00015] in :0
at OpenRA.Actor.Tick () [0x0000f] in :0
at OpenRA.World.Tick () [0x00123] in :0
at OpenRA.Game.InnerLogicTick (OpenRA.Network.OrderManager orderManager) [0x001bc] in :0
at OpenRA.Game.LogicTick () [0x0003e] in :0
at OpenRA.Game.Loop () [0x000e3] in :0
at OpenRA.Game.Run () [0x0003c] in :0
at OpenRA.Game.InitializeAndRun (System.String[] args) [0x00010] in :0
at OpenRA.Program.Main (System.String[] args) [0x00044] in :0
Game crashes when a submarine tries to fire over land. Got the following in the log.
OpenRA engine version prep-CA
Combined Arms mod version 0.71
on map 6fd6e91e11d683c6c5374c19ed92cb2b4e8027e3 (Random Violence by Westwood Studios).
Date: 2020-11-20 02:51:40Z
Operating System: Linux (Unix 4.15.0.123)
Runtime Version: Mono 6.4.0.198 (tarball Tue Sep 24 01:20:30 UTC 2019) CLR 4.0.30319.42000
Exception of type System.InvalidOperationException
: Sequence contains no elements
at System.Linq.Enumerable.Min[TSource,TResult] (System.Collections.Generic.IEnumerable1[T] source, System.Func
2[T,TResult] selector) [0x000af] in <6f6cfe3dc7984568b6f7767c7378b138>:0
at OpenRA.Mods.Common.Activities.Attack.Tick (OpenRA.Actor self) [0x0003e] in /home/travis/build/Inq8/CAmod/engine/OpenRA.Mods.Common/Activities/Attack.cs:98
at OpenRA.Activities.Activity.TickOuter (OpenRA.Actor self) [0x00084] in <69e2dd9a0d584cc39b01a39591bbee59>:0
at OpenRA.Traits.ActivityUtils.RunActivity (OpenRA.Actor self, OpenRA.Activities.Activity act) [0x00015] in <69e2dd9a0d584cc39b01a39591bbee59>:0
at OpenRA.Actor.Tick () [0x0000f] in <69e2dd9a0d584cc39b01a39591bbee59>:0
at OpenRA.World.Tick () [0x00123] in <69e2dd9a0d584cc39b01a39591bbee59>:0
at OpenRA.Game.InnerLogicTick (OpenRA.Network.OrderManager orderManager) [0x001bc] in <69e2dd9a0d584cc39b01a39591bbee59>:0
at OpenRA.Game.LogicTick () [0x0003e] in <69e2dd9a0d584cc39b01a39591bbee59>:0
at OpenRA.Game.Loop () [0x000f1] in <69e2dd9a0d584cc39b01a39591bbee59>:0
at OpenRA.Game.Run () [0x0003c] in <69e2dd9a0d584cc39b01a39591bbee59>:0
at OpenRA.Game.InitializeAndRun (System.String[] args) [0x00010] in <69e2dd9a0d584cc39b01a39591bbee59>:0
at OpenRA.Program.Main (System.String[] args) [0x00044] in <69e2dd9a0d584cc39b01a39591bbee59>:0
When a building is given Shielded, and it gets entered by a Captures with SabotageHPRemoval the damage gets applied to the Shields first.
If possible i would like the Capturer to bypass the Shield and damage the Building's own hp directly.
Hello everyone,
is there an overview somewhere in which the different bot AIs are compared? For example, the Brutal AI automatically receives resources every x seconds or the APCs are equipped directly with soldiers after construction. A tabular overview of the special features or differences of the 6 AIs would be very useful.
Thank you very much.
Grondon
I've found on the latest version the game will frequently crash when you lose something like temple prime or a gdi tech center. I went ahead and attached a crash log.
exception-2022-01-06T073228Z.log
.
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