fixed wall, silo; add ornithocopter, sonic tank, infantry
orni does not flap, no sonic wave weapon, infantry frames broken
This commit is contained in:
@@ -151,13 +151,41 @@ namespace OpenRA.Utility
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frame = srcImage[f];
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}
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}
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else if (args.Contains("--wall")) //complex resorting to RA/CnC compatible frame order
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{
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int[] D2kBrikFrameOrder = {1, 4, 2, 12, 5, 6, 16, 9, 3, 13, 7, 8, 14, 10, 11, 15, 17, 20, 18, 28, 21, 22, 32, 25, 19, 29, 23, 24, 30, 26, 27, 31};
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foreach (int o in D2kBrikFrameOrder)
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{
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int f = startFrame -1 + o;
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frame = srcImage[f];
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if (frame.OffsetX < 0) { frame.OffsetX = 0 - frame.OffsetX; }
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if (frame.OffsetY < 0) { frame.OffsetY = 0 - frame.OffsetY; }
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OffsetX = 0 + frame.OffsetX;
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OffsetY = frame.FrameHeight - frame.OffsetY;
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Console.WriteLine("calculated OffsetX: {0}", OffsetX);
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Console.WriteLine("calculated OffsetY: {0}", OffsetY);
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var data = bitmap.LockBits(new Rectangle(x+OffsetX, 0+OffsetY, frame.Width, frame.Height), ImageLockMode.WriteOnly,
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PixelFormat.Format8bppIndexed);
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for (var i = 0; i < frame.Height; i++)
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Marshal.Copy(frame.Image, i * frame.Width,
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new IntPtr(data.Scan0.ToInt64() + i * data.Stride), frame.Width);
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bitmap.UnlockBits(data);
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x += frame.FrameWidth;
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}
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}
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else
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{
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for (int f = startFrame; f < endFrame; f++)
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{
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frame = srcImage[f];
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if (args.Contains("--infrantry"))
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if (args.Contains("--infantry"))
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{
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OffsetX = frame.FrameWidth/2 - frame.Width/2;
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OffsetY = frame.FrameHeight/2 - frame.Height/2;
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@@ -1,8 +1,6 @@
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# make R8Reader not always scan the whole file on load
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# brick walls don't fit, requires updated RenderBuildingWall
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# factories and refinery require overlays (something like RenderWeaponFactory)
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# make structures appear earlier when errecting from ground
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# silo frames don't fit, requires updated RenderSilo
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# harvester unload frames missing (too few DATA.R8 frames in general)
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# carryalls should automatically transport harvesters (needs complex logic)
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# windtrap animations missing
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@@ -11,15 +9,15 @@
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# Arrakis tileset crashes the game
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# create a tileset extractor for gamefiles to remove copyrighted content from distribution
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# replace ore with spice and mines with spice blooms
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# add game logic for concrete plates
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# add game logic for concrete plates (use terrain overlay from bridges/ressources)
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# allow placing turrets on walls
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# support separate turret sequence with RenderBuildingTurreted
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# repair bay should repair vehicles
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# add ornithocopter (might need new RenderOrni code)
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# repair bay should really repair vehicles
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# ornithocopter should flap (might need new RenderOrni code for proper animation)
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# R8 converter needs infantry frame resorter
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# add infantry
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# add tanks
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# add sandworm
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# add thumper
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# add thumper which really attracts sandworms
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# allow upgrades
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# add ordos/harkonnen (avoid redundancy using inheritances)
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# add voices (Dune 2000/DATA/SFX folder contains .aud files)
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@@ -28,4 +26,5 @@
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# create a shellmap
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# rework chrome UI, dialoges, tabs
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# add install rules to makefile (once more polished)
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# idea: frame 2998 (looks like hole) could become a tunnel to make Ordos really insidious (similiar mechanism to paratroopers powerproxy)
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# idea: frame 2998 (fremen siech) could become a tunnel to make Ordos really insidious (similiar mechanism to paratroopers powerproxy)
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# add sonic tank weapon (currently uses tesla)
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BIN
mods/d2k/maps/blank.oramap
Normal file
BIN
mods/d2k/maps/blank.oramap
Normal file
Binary file not shown.
@@ -17,6 +17,7 @@ Packages:
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Rules:
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mods/d2k/rules/system.yaml
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mods/d2k/rules/defaults.yaml
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mods/d2k/rules/vehicles.yaml
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mods/d2k/rules/structures.yaml
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mods/d2k/rules/aircraft.yaml
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@@ -58,4 +58,42 @@ C17:
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Invulnerable:
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-Selectable:
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-GainsExperience:
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FlyAwayOnIdle:
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FlyAwayOnIdle:
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ORNI:
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Inherits: ^Helicopter
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Buildable:
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Queue: Plane
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BuildPaletteOrder: 90
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Prerequisites: hightecha
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BuiltAt: hightecha
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Owner: atreides
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Valued:
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Cost: 1000
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Tooltip:
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Name: Ornithocopter
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Description: Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicles.\n Weak vs Tanks
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Health:
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HP: 150
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Armor:
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Type: Light
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RevealsShroud:
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Range: 10
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AttackHeli:
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PrimaryWeapon: ChainGun
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PrimaryOffset: -5,-2,0,2
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FacingTolerance: 20
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Helicopter:
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LandWhenIdle: false
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InitialFacing: 20
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ROT: 4
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Speed: 12
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RenderUnit:
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PlayerPalette: d2kplayer
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WithShadow:
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Selectable:
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Bounds: 38,32,0,0
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FallsToEarth:
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Explosion: UnitExplode
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SmokeTrailWhenDamaged:
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Offset: 0,-10
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310
mods/d2k/rules/defaults.yaml
Normal file
310
mods/d2k/rules/defaults.yaml
Normal file
@@ -0,0 +1,310 @@
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^Vehicle:
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AppearsOnRadar:
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Mobile:
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Crushes: atmine, crate, apmine
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TerrainSpeeds:
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Clear: 80
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Rough: 40
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Road: 100
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Ore: 70
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Beach: 40
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ROT: 5
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SelectionDecorations:
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Selectable:
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Voice: VehicleVoice
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TargetableUnit:
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TargetTypes: Ground
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Repairable:
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Chronoshiftable:
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Passenger:
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CargoType: Vehicle
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IronCurtainable:
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AttackMove:
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HiddenUnderFog:
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GainsExperience:
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GivesExperience:
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlst1.aud
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ProximityCaptor:
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Types:Vehicle
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GivesBounty:
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GpsDot:
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String:Vehicle
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WithSmoke:
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^Tank:
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AppearsOnRadar:
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Mobile:
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Crushes: wall, atmine, crate, apmine
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TerrainSpeeds:
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Clear: 80
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Rough: 70
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Road: 100
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Ore: 70
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Beach: 70
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ROT: 5
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SelectionDecorations:
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Selectable:
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Voice: VehicleVoice
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TargetableUnit:
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TargetTypes: Ground
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Repairable:
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Chronoshiftable:
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Passenger:
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CargoType: Vehicle
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IronCurtainable:
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AttackMove:
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HiddenUnderFog:
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GainsExperience:
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GivesExperience:
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlst1.aud
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ProximityCaptor:
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Types:Tank
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GivesBounty:
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GpsDot:
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String:Vehicle
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WithSmoke:
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^Infantry:
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AppearsOnRadar:
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Health:
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Radius: 3
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Armor:
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Type: None
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RevealsShroud:
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Range: 4
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Mobile:
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Crushes: apmine, crate
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SharesCell: true
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TerrainSpeeds:
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Clear: 90
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Rough: 80
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Road: 100
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Ore: 80
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Beach: 80
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SelectionDecorations:
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Selectable:
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Voice: GenericVoice
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TargetableUnit:
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TargetTypes: Ground
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RenderInfantry:
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AutoTarget:
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AttackMove:
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Passenger:
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CargoType: Infantry
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HiddenUnderFog:
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TeslaInstantKills:
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GainsExperience:
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GivesExperience:
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlst1.aud
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ProximityCaptor:
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Types:Infantry
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GivesBounty:
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GpsDot:
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String:Infantry
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ParachuteAttachment:
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Offset: 0,-10
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CrushableInfantry:
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CrushSound: squishy2.aud
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^Ship:
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AppearsOnRadar:
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Mobile:
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Crushes: crate
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TerrainSpeeds:
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Water: 100
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SelectionDecorations:
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Selectable:
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Voice: ShipVoice
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TargetableUnit:
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TargetTypes: Ground, Water
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DetectCloaked:
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Range: 3
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HiddenUnderFog:
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AttackMove:
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GainsExperience:
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GivesExperience:
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DrawLineToTarget:
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ActorLostNotification:
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Notification: navylst1.aud
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ProximityCaptor:
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Types:Ship
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GivesBounty:
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GpsDot:
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String:Ship
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WithSmoke:
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^Plane:
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AppearsOnRadar:
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UseLocation: yes
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SelectionDecorations:
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Selectable:
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Voice: GenericVoice
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TargetableAircraft:
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TargetTypes: Air
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GroundedTargetTypes: Ground
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HiddenUnderFog:
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GainsExperience:
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GivesExperience:
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DrawLineToTarget:
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ActorLostNotification:
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Notification: aunitl1.aud
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DebugAircraftFacing:
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DebugAircraftSubPxX:
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DebugAircraftSubPxY:
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DebugAircraftAltitude:
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ProximityCaptor:
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Types:Plane
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EjectOnDeath:
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PilotActor: E1
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SuccessRate: 50
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GivesBounty:
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GpsDot:
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String:Plane
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^Helicopter:
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Inherits: ^Plane
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GpsDot:
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String:Helicopter
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^Building:
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AppearsOnRadar:
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SelectionDecorations:
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Selectable:
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Priority: 3
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TargetableBuilding:
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TargetTypes: Ground
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Building:
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Dimensions: 1,1
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Footprint: x
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TerrainTypes: Clear,Road
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GivesBuildableArea:
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Capturable:
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CapturableBar:
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SoundOnDamageTransition:
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DamagedSound: kaboom1.aud
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DestroyedSound: kaboom22.aud
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RenderBuilding:
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WithBuildingExplosion:
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RepairableBuilding:
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EmitInfantryOnSell:
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ActorTypes: e1,e1,e1,c1,c2,e6
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MustBeDestroyed:
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GivesExperience:
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# FrozenUnderFog:
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CaptureNotification:
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Notification: strucap1.aud
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EditorAppearance:
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RelativeToTopLeft: yes
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ShakeOnDeath:
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ProximityCaptor:
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Types:Building
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Sellable:
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AcceptsSupplies:
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GivesBounty:
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^Wall:
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AppearsOnRadar:
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Building:
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Dimensions: 1,1
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Footprint: x
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BuildSounds: placbldg.aud
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Adjacent: 7
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TerrainTypes: Clear,Road
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SoundOnDamageTransition:
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DamagedSound: sandbag2.aud
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DestroyedSound: sandbag2.aud
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Wall:
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CrushClasses: wall
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LineBuild:
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Range: 8
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SelectionDecorations:
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Selectable:
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Priority: 1
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TargetableBuilding:
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TargetTypes: Ground
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RenderBuildingWall:
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HasMakeAnimation: false
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Palette: terrain
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GivesExperience:
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EditorAppearance:
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RelativeToTopLeft: yes
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AutoTargetIgnore:
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ProximityCaptor:
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Types:Wall
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Sellable:
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^CivBuilding:
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Inherits: ^Building
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-RepairableBuilding:
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Health:
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HP: 400
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Armor:
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Type: Wood
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Tooltip:
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Name: Civilian Building
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ProximityCaptor:
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Types:CivilianBuilding
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-AcceptsSupplies:
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-GivesBuildableArea:
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-Sellable:
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-Capturable:
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-CapturableBar:
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|
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^CivField:
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Inherits: ^CivBuilding
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-Selectable:
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Tooltip:
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Name: Field
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-ProximityCaptor:
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ProximityCaptor:
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||||
Types:CivilianField
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|
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^Tree:
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Tooltip:
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Name: Tree
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RenderBuilding:
|
||||
Palette: terrain
|
||||
Building:
|
||||
Footprint: x
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||||
Dimensions: 1,1
|
||||
AppearsOnRadar:
|
||||
RadarColorFromTerrain:
|
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Terrain: Tree
|
||||
EditorAppearance:
|
||||
RelativeToTopLeft: yes
|
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ProximityCaptor:
|
||||
Types:Tree
|
||||
|
||||
^Husk:
|
||||
Husk:
|
||||
RenderUnit:
|
||||
Health:
|
||||
HP: 140
|
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Armor:
|
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Type: Heavy
|
||||
HiddenUnderFog:
|
||||
AppearsOnRadar:
|
||||
Burns:
|
||||
ProximityCaptor:
|
||||
Types:Husk
|
||||
|
||||
^Bridge:
|
||||
Tooltip:
|
||||
Name: Bridge
|
||||
BelowUnits:
|
||||
TargetableBuilding:
|
||||
TargetTypes: Ground, Water
|
||||
Building:
|
||||
Footprint: ____ ____
|
||||
Dimensions: 4,2
|
||||
Health:
|
||||
HP: 1000
|
||||
ProximityCaptor:
|
||||
Types:Bridge
|
||||
AutoTargetIgnore:
|
||||
@@ -1,23 +1,23 @@
|
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#RIFLE:
|
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# Inherits: ^Infantry
|
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# Buildable:
|
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# Queue: Infantry
|
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# BuildPaletteOrder: 10
|
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# Owner: atreides
|
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# Valued:
|
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# Cost: 100
|
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# Tooltip:
|
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# Name: Rifle Infantry
|
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# Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
|
||||
# Selectable:
|
||||
# Bounds: 12,17,0,-9
|
||||
# Health:
|
||||
# HP: 50
|
||||
# Mobile:
|
||||
# Speed: 4
|
||||
# AttackFrontal:
|
||||
# PrimaryWeapon: M1Carbine
|
||||
# TakeCover:
|
||||
# -RenderInfantry:
|
||||
# RenderInfantryProne:
|
||||
# IdleAnimations: idle1,idle2
|
||||
RIFLE:
|
||||
Inherits: ^Infantry
|
||||
Buildable:
|
||||
Queue: Infantry
|
||||
BuildPaletteOrder: 10
|
||||
Owner: atreides
|
||||
Valued:
|
||||
Cost: 100
|
||||
Tooltip:
|
||||
Name: Rifle Infantry
|
||||
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
|
||||
Selectable:
|
||||
Bounds: 12,17,0,-9
|
||||
Health:
|
||||
HP: 50
|
||||
Mobile:
|
||||
Speed: 4
|
||||
AttackFrontal:
|
||||
PrimaryWeapon: M1Carbine
|
||||
TakeCover:
|
||||
-RenderInfantry:
|
||||
RenderInfantryProne:
|
||||
PlayerPalette: d2kplayer
|
||||
@@ -242,12 +242,12 @@ SILOA:
|
||||
Type: Wood
|
||||
RevealsShroud:
|
||||
Range: 4
|
||||
# RenderBuildingSilo:
|
||||
RenderBuildingSilo:
|
||||
PlayerPalette: d2kplayer
|
||||
StoresOre:
|
||||
PipCount: 5
|
||||
Capacity: 1500
|
||||
RenderBuilding:
|
||||
PlayerPalette: d2kplayer
|
||||
-RenderBuilding:
|
||||
-EmitInfantryOnSell:
|
||||
|
||||
LIGHTA:
|
||||
@@ -476,6 +476,5 @@ REPAIRA:
|
||||
PlayerPalette: d2kplayer
|
||||
BelowUnits:
|
||||
Reservable:
|
||||
RallyPoint:
|
||||
RepairsUnits:
|
||||
Interval: 10
|
||||
RallyPoint:
|
||||
@@ -224,4 +224,33 @@ Missile:
|
||||
PrimaryLocalOffset: 3,-5,0,0,0, -3,-5,0,0,0
|
||||
RenderUnit:
|
||||
PlayerPalette: d2kplayer
|
||||
AutoTarget:
|
||||
|
||||
SONIC:
|
||||
Inherits: ^Vehicle
|
||||
Buildable:
|
||||
Queue: Vehicle
|
||||
BuildPaletteOrder: 15
|
||||
Prerequisites: heavya,researcha
|
||||
Owner: atreides
|
||||
Valued:
|
||||
Cost: 1500
|
||||
Tooltip:
|
||||
Name: Sonic Tank
|
||||
Description: Fires a sound wave\n Strong vs Infantry.\n Weak vs Tanks
|
||||
Selectable:
|
||||
Bounds: 24,24
|
||||
Health:
|
||||
HP: 150
|
||||
Armor:
|
||||
Type: Light
|
||||
Mobile:
|
||||
Speed: 8
|
||||
RevealsShroud:
|
||||
Range: 7
|
||||
RenderUnit:
|
||||
PlayerPalette: d2kplayer
|
||||
AttackFrontal:
|
||||
PrimaryWeapon: TTankZap
|
||||
PrimaryOffset: 0,0,0,-5
|
||||
AutoTarget:
|
||||
@@ -103,8 +103,7 @@ refa:
|
||||
siloa:
|
||||
idle:
|
||||
Start: 0
|
||||
# Length: 3
|
||||
Length: 1
|
||||
Length: 4
|
||||
damaged-idle:
|
||||
Start: 4
|
||||
Length: 1
|
||||
@@ -166,6 +165,11 @@ carryall:
|
||||
Start: 0
|
||||
Facings: 32
|
||||
|
||||
orni:
|
||||
idle:
|
||||
Start: 0
|
||||
Facings: 32
|
||||
|
||||
trike:
|
||||
idle:
|
||||
Start: 0
|
||||
@@ -197,6 +201,11 @@ missile:
|
||||
Start: 0
|
||||
Facings: 32
|
||||
|
||||
sonic:
|
||||
idle:
|
||||
Start: 0
|
||||
Facings: 32
|
||||
|
||||
guntowera:
|
||||
idle:
|
||||
Start: 0
|
||||
@@ -222,46 +231,38 @@ frigate:
|
||||
Start: 0
|
||||
Facings: 1
|
||||
|
||||
#rifle:
|
||||
# stand:
|
||||
# Start: 0
|
||||
# Facings: 8
|
||||
# run:
|
||||
# Start: 8
|
||||
# Length: 6
|
||||
# Facings: 8
|
||||
# shoot:
|
||||
# Start: 56
|
||||
# Length: 8
|
||||
# Facings: 8
|
||||
# prone-stand:
|
||||
# Start: 136
|
||||
# Length: 4
|
||||
# Facings: 8
|
||||
# prone-run:
|
||||
# Start: 136
|
||||
# Length: 4
|
||||
# Facings: 8
|
||||
# standup-0:
|
||||
# Start: 176
|
||||
# Length: 2
|
||||
# Facings: 8
|
||||
# prone-shoot:
|
||||
# Start: 168
|
||||
# Length: 8
|
||||
# Facings: 8
|
||||
# die1:
|
||||
# Start: 288
|
||||
# Length: 8
|
||||
# die2:
|
||||
# Start: 296
|
||||
# Length: 8
|
||||
# die3:
|
||||
# Start: 304
|
||||
# Length: 8
|
||||
# die4:
|
||||
# Start: 312
|
||||
# Length: 12
|
||||
# die5:
|
||||
# Start: 324
|
||||
# Length: 18
|
||||
#TODO: This is wrong.
|
||||
rifle:
|
||||
stand:
|
||||
Start: 0
|
||||
Facings: 8
|
||||
stand2:
|
||||
Start: 8
|
||||
Length: 8
|
||||
stand3:
|
||||
Start: 128
|
||||
Length: 16
|
||||
run:
|
||||
Start: 16
|
||||
Length: 6
|
||||
Facings: 8
|
||||
shoot:
|
||||
Start: 64
|
||||
Length: 6
|
||||
Facings: 8
|
||||
prone-stand:
|
||||
Start: 112
|
||||
Length: 4
|
||||
Facings: 8
|
||||
prone-run:
|
||||
Start: 144
|
||||
Length: 4
|
||||
Facings: 8
|
||||
standup-0:
|
||||
Start: 176
|
||||
Length: 2
|
||||
Facings: 8
|
||||
prone-shoot:
|
||||
Start: 192
|
||||
Length: 6
|
||||
Facings: 8
|
||||
@@ -71,7 +71,7 @@ mono OpenRA.Utility.exe --r8 $R8 $PAL 2523 2524 "pwra" --building
|
||||
mono OpenRA.Utility.exe --shp pwra.png 64
|
||||
mono OpenRA.Utility.exe --r8 $R8 $PAL 2525 2526 "barra" --building
|
||||
mono OpenRA.Utility.exe --shp barra.png 80
|
||||
mono OpenRA.Utility.exe --r8 $R8 $PAL 2527 2558 "walla" --building
|
||||
mono OpenRA.Utility.exe --r8 $R8 $PAL 2527 2558 "walla" --wall
|
||||
mono OpenRA.Utility.exe --shp walla.png 32
|
||||
mono OpenRA.Utility.exe --r8 $R8 $PAL 2559 2560 "conyarda" --building
|
||||
mono OpenRA.Utility.exe --shp conyarda.png 96
|
||||
|
||||
Reference in New Issue
Block a user