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Port missions to the new Lua API #5490
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I added the Allies02 (non-classic) mission to the list. It was a two-player coop mission that looked quite nice, and people have been asking if coop missions were possible. |
I also suggest that we give @ScottNZ's custom made allies02-04 a better/less-confusing name and remove the -classic suffix from the original campaign maps to bring them in line with the Tiberium Dawn mod. I also liked the improvements in allies01 with a bigger map, more enemies, the new oil derricks and controllable cruisers. |
Could somebody assign me to "monster-tank-madness", please? |
Done. |
See https://github.com/OpenRA/OpenRA/blob/1d9681a1d2769a9c736b79ba612204b979bf9d13/OpenRA.Mods.RA/Missions/MonsterTankMadnessScript.cs for the last revision before removal. |
I think it's important that we define a list set of rules and changes for the mission ports that we can then apply uniformly. I found it very frustrating to waste an engineer in the new Allies03 port because I didn't realize that it would sabotage instead of externally capture. It also feels a bit weird to disable the fog of war in TD, but not in RA. Some potentially tricky issues are:
IMO our goal should be to make these missions feel natural within our new gameplay. This means that we will need to make some changes to work around changes and inconsistencies, but we certainly should not make changes motivated by lazyness ("it's too much work to script X to match the original, and we have already changed Y and Z so it's ok" is a cop out). On the other hand, I think that applying a blanket "absolutely no changes from our MP units" would be a bad idea. Squad-based missions were a big part of the original games, and our MP rules for e.g. tanya/commando and aircraft auto-takeoff ruin this feel. Again IMO, here's some initial thoughts towards some conversion guidelines:
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I agree in principle, even though I'd solve some things differently. I really dislike external captures, for one. Just one comment, though:
Off the top of my head, gdi06 comes to mind, where you control a commando and have to avoid a patrol of buggies that passes by in regular intervals. If you can't see when the patrol passes, it becomes trial and error (error = instant death). |
Me too, but I think it is more important to not have units work completely different between the two modes. I would be quite happy to see both SP and MP engineers shift back to normal capturing.
We could solve cases like this with a scripted camera at a key place, possibly tied in with a secondary objective. |
Wouldn't oppose this |
If by normal capturing we mean entering/consumed; 👍 |
Another rule I'd like to see enforced: disable viceroids in TD missions. |
Somehow the original gdi01 C# hack script had fog of war disabled and I copy pasted it everywhere. This seems more like an accident. 👍 for fixing that everywhere. |
We can add @ScottNZ's take on allies-01 as an additional difficulty like @abcdefg30 did in #8359. |
We're finally done with this \o/. Only took more than two years ;) |
🎉 🎉 Good job everyone. |
The new https://github.com/OpenRA/OpenRA/wiki/Lua-API has landed in #5190. Time to update the maps and enhance the standard library. Some shared deficiencies of both old and new Lua API:
Red Alert
allies01Tiberian Dawn
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