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Getting Started
The OpenRA Mod SDK includes an example mod that demonstrates the environment. As a first step, you should try building and running this mod to make sure that everything is working before you change anything to suit your mod.
- Download the source code of the latest version of the SDK from the Releases page or using your git client. We recommend that you always use the latest tagged release, as the master branch may have incomplete or insufficiently tested changes.
- Compile the example mod. If you are on Windows then double click
make.cmdand then typeallwhen you are presented with the list of commands. If you are on macOS or Linux then open terminal in the root of the SDK directory and then runmake. - Run the example mod. If you are on Windows then double click
launch-game.cmd. If you are on macOS or Linux then open terminal in the root of the SDK directory and then run./launch-game.sh. The example mod should show a grey "Quit" button on a black screen.
The simplest type of OpenRA mod inherits an already existing mod, and then changes it by overlaying custom rule (or weapon, ui, etc) overrides to change or add new units, weapons, or behaviour. This is very similar to custom map overrides, but applies automatically to all maps, and allows for more parts of the game to be changed.
We strongly recommend that all projects which want to customize the default Red Alert, Tiberian Dawn, Dune 2000, or Tiberian Sun mods follow this approach rather than creating a stand alone mod. This minimizes the amount of work that you will need to do when updating your mod to a new engine release, as you will only need to update your custom overrides.
The following steps outline how to create a mod based on Red Alert, with files for overriding the mod rules and weapons. This is illustrated with an example ratc mod that makes Tesla Coils fire lasers. Adapt as necessary for your own purposes.
- Download and extract a copy of the SDK template and follow the instructions above to build and test the
examplemod. - Delete the
mods/exampleandOpenRA.Mods.Exampledirectories. - Open
ExampleMod.slnwith a text editor and delete theProject()line referring toOpenRA.Mods.Example(line 4) and theEndProjectline immediately after it (line 5). - Create a new directory
mods/ratcfor your new mod files and copymod.yamlandicon.pngfromengine/mods/rato this new directory. - Open
mods/ratc/mod.yamlwith a text editor and make the following changes:- In the
Metadatasection changeTitletoRed Alert (Tesla Coil Example)in the metadata section. Real mods should also change theWebsiteandWebIcon32definitions to your mod website and mod icon.icon.pngin the mod directory should also be changed to match the file served byWebIcon32. - In the
Packagessection add a line$ratc: ratc. This tells the game that any file paths prefixed withratc|refer to files in your mod directory. See the Mod Manifest wiki page for more details. Make sure your editor is configured to use tab indentation, which is the (non-standard for Yaml) default for OpenRA configuration files. - In the
Rulessection add a lineratc|rules.yamlat the bottom of the list. This tells the game what file to load your custom rule overrides from. - In the
Weaponssection add a lineratc|weapons.yamlat the bottom of the list. This tells the game what file to load your custom rule overrides from. - In the
ModContentsection update the mod title defined inInstallPromptMessage. - Define a new
ModCreditssection at the bottom of the file:
This enables a special tab in the OpenRA credits menu for your mod acknowledgements.ModCredits: ModCreditsFile: ratc|credits.txt ModTabTitle: Tesla Coil Example
- In the
- Open
mod.configwith a text editor and make the following changes:- In the Core Configuration section:
- Change the
MOD_IDvalue to"ratc"
- Change the
- In the Packaging section:
- Change the
PACKAGING_COPY_ENGINE_FILESvalue to"./mods/modcontent ./mods/ra". This tells the SDK packaging script to copy the Content Installer and Red Alert mod files when packaging your mod for release. - Set
PACKAGING_COPY_CNC_DLLto "True". - Real mods should also change
PACKAGING_INSTALLER_NAME,PACKAGING_WEBSITE_URL,PACKAGING_AUTHORS,PACKAGING_WINDOWS_LAUNCHER_NAME,PACKAGING_WINDOWS_INSTALL_DIR_NAME,PACKAGING_WINDOWS_REGISTRY_KEYto appropriate values for your mod.
- Change the
- In the Core Configuration section:
- Create a new text file
mods/ratc/credits.txtand put your name or anything else you wish to show in the credits menu. - Create a new text file
mods/ratc/weapons.yamland paste the following yaml definition:to define the new laser weapon that the Tesla Coil will fire.TeslaLaser: ReloadDelay: 40 Range: 7c512 Report: tesla1.aud Projectile: LaserZap Width: 85 HitAnim: burn-m ZOffset: 2047 ValidTargets: Ground, Water, GroundActor, WaterActor Warhead@1Dam: SpreadDamage Spread: 42 Damage: 36000 DamageTypes: Prone50Percent, TriggerProne, FireDeath Warhead@2Smu: LeaveSmudge SmudgeType: Scorch InvalidTargets: Vehicle, Structure, Wall, Trees, Husk
- Create a new text file
mods/ratc/rules.yamland paste the following yaml definition:to override the Tesla Coil weapon.TSLA: Armament: Weapon: TeslaLaser
- Run the
makescript to rebuild the mod, and then run it again with thetestargument to check for errors in your definitions. - Try the changes in-game by running the
launch-gamescript. The Telsa Coil should now fire lasers!
More ambitious projects (e.g. porting a non-C&C game, or creating your own from scratch) are not recommended for new modders, and should only be attempted once you are familiar with how the OpenRA engine works and the process for updating to new engine releases.
Unfortunately, the example mod is missing many of the core definitions that are required for a basic game. We hope to eventually change this, but for now the best approach to creating a new mod is to copy one of the default mods and then replace piece-by-piece the default rules with your own content.
The following steps outline how to clone the cnc mod to create your own SDK-hosted cncex mod. This example assumes that your mod does not require any custom C# code. Adapt as necessary for your own purposes.
- Delete the
mods/exampledirectory to remove the example mod. - Delete the
OpenRA.Mods.Exampledirectory andExampleMod.slnfile to remove the custom mod code. - Delete or adapt
README.md,CONTRIBUTING.md, andCODE_OF_CONDUCT.mdas appropriate for your own mod. - Make a copy of the base
cncmod fromengine/mods/cnctomods/cncex. This assumes that you ran themakecommand before you started! - Open
mods/cncex/mod.yamland make the following changes:- In the
Metadatasection set your mod title, version, website, and web icon. - In the
Packagingsection replace$cnc: cncwith$cncex: cncex. This tells OpenRA that the explicit mountcncexshould refer to the root of your mod directory instead of the defaultcncmod (see Mod manifest), which is not available by default from the SDK. - Change all lines that start with
cnc|tocncex|. This updates the explicit mount references to account for the change that you have just made above.
- In the
- Open
mod.configand make the following change:- Replace
MOD_ID="example"near the top of the file withMOD_ID="cncex". If you plan on creating proper installers for you mod then you should read through the "Packaging" section and make changes as appropriate.
- Replace
- Rebuild your mod by running the
makecommand again, and then test your newly-cloned mod by runninglaunch-game.
You should now have a functioning stand-alone clone of the cnc mod that you can adapt / replace piece by piece with your own project!
If you don't plan on including any custom C# logic in your mod then you should delete ExampleMod.sln and the OpenRA.Mods.Example directory. If you do plan on including custom logic, then you will need to make some further changes that are explained in this video.
If you would like to adapt an existing mod to the SDK, then the steps are largely the same as above. Copy your mod files to the SDK mod directory, and if you have custom code copy these files to the root of the repository. The main difference is that you may need to update your mod to be compatible with the latest engine release. If your mod already targets bleed then you probably already know how to do this; just update ENGINE_VERSION in mod.config to reference the upstream commit that you are targeting and you should be set. Otherwise, see Updating to a new SDK or Engine version for instructions on how to update your mod to to the latest engine.