Weapon SFX (procedural synth), VINYLGOD README for the fresh repo

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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This repository contains a bare development environment for creating a new mod/game on the [OpenRA](https://github.com/OpenRA/OpenRA) engine. # VINYLGOD
These scripts and support files wrap and automatically manage a copy of the OpenRA game engine and common files during development, and generates Windows installers, macOS .app bundles, and Linux [AppImages](https://appimage.org/) for distribution. **An original vinyl-monster-robot RTS.** Forty years after The Great Compression
deleted all recorded music, the last analog sound crystallised underground as
**Black Wax** — and whoever presses it controls what the world hears next.
The key scripts in this SDK are: The **Monster Robot Party** (rust, hot pink, gaffer tape, souls made of record
collections) versus **The Stream** (glossy white logistics fleet of a
recommendation algorithm that knows you'd be 4% more engaged with something
shorter). Harvest wax, press records, stack amps, drop the needle.
| Windows | Linux / macOS | Purpose Built as a total conversion on the [OpenRA](https://www.openra.net) engine.
| --------------------- | ------------------------ | ------------- | Lore in [LORE.md](LORE.md). Build phases and agent instructions in
| make.cmd | Makefile | Compiles your project and fetches dependencies (including the OpenRA engine). [MEGAPLAN.md](MEGAPLAN.md).
| launch-game.cmd | launch-game.sh | Launches your project from the SDK directory.
| launch-server.cmd | launch-server.sh | Launches a dedicated server for your project from the SDK directory.
| utility.cmd | utility.sh | Launches the OpenRA Utility for your project.
| &lt;not available&gt; | packaging/package-all.sh | Generates release installers for your project.
To launch your project from the development environment you must first compile the project by running `make.cmd` (Windows), or opening a terminal in the SDK directory and running `make` (Linux / macOS). You can then run `launch-game.cmd` (Windows) or `launch-game.sh` (Linux / macOS) to run your game. ## Play (macOS)
The `vinylgod` mod included in this repository provides the bare minimum structure to launch to the in-game main menu for the sole purpose of demonstrating the SDK. See [Getting Started](https://github.com/OpenRA/OpenRAModTemplate/wiki/Getting-Started) on the Wiki for instructions on how to adapt this template for your own projects. For common questions, please see the [FAQ](https://github.com/OpenRA/OpenRAModSDK/wiki/FAQ). See [Updating to a new SDK or Engine version](https://github.com/OpenRA/OpenRAModSDK/wiki/Updating-to-a-new-SDK-or-Engine-version) for a guide on updating your mod a newer OpenRA release. ```sh
export PATH="/opt/homebrew/opt/dotnet@8/bin:$PATH"
export DOTNET_ROLL_FORWARD=LatestMajor
make && ./launch-game.sh Game.Mod=vinylgod
```
The OpenRA engine and SDK scripts are made available under the [GPLv3](https://github.com/OpenRA/OpenRA/blob/bleed/COPYING) license, and any executable code developed by a mod and loaded by the engine (i.e. custom mod DLLs, lua scripts) must be released under a compatible license. Your mod data files (artwork, sound files, yaml, etc) are not part of your mod's source code, so you are free to distribute these assets under different terms (e.g. allowing redistribution in unmodified form, but not for use in other works). The main-menu background is a live AI-vs-AI battle (it doubles as the
integration test). Start a skirmish on **Pressing District** (4p) or
**Vinylgod Map** (1v1) against the Wax AI.
## Features
- Two asymmetric factions, 26 actors, full base-building + wax economy
- 16-facing rotating vehicles, projectile & explosion effects
- Superweapons: **THE DROP** (orbital tonearm) vs **THE SHUFFLE**
- Skirmish AI that plays both factions
- MC 8-TRACK announcer + generated soundtrack
All art, audio and music generated on a local MODELBEAST render farm — prompt
provenance in [assets_src/PROMPTS.md](assets_src/PROMPTS.md). No third-party IP.
## License
GPL v3 (see [COPYING](COPYING)), as a derivative of the OpenRA engine and Mod SDK.
All original lore, names, art and audio © monsterrobot.party, released under the
same terms. This project contains no Electronic Arts code, assets, or trademarks
and claims no affiliation with any other RTS.

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tonearm_blade: tonearm_blade:
Inherits: ^GroundWeapon Inherits: ^GroundWeapon
Report: audio/sfx_throw.wav
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: pop Explosions: pop
ImpactSounds: audio/sfx_pop.wav
ValidTargets: Ground, GroundActor ValidTargets: Ground, GroundActor
ReloadDelay: 12 ReloadDelay: 12
Range: 1c512 Range: 1c512
@ -24,8 +26,10 @@ tonearm_blade:
seven_inch: seven_inch:
Inherits: ^GroundWeapon Inherits: ^GroundWeapon
Report: audio/sfx_throw.wav
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: pop Explosions: pop
ImpactSounds: audio/sfx_pop.wav
ValidTargets: Ground, GroundActor ValidTargets: Ground, GroundActor
ReloadDelay: 30 ReloadDelay: 30
Range: 4c0 Range: 4c0
@ -46,8 +50,10 @@ seven_inch:
feedback_burst: feedback_burst:
Inherits: ^GroundWeapon Inherits: ^GroundWeapon
Report: audio/sfx_zap.wav
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: pop Explosions: pop
ImpactSounds: audio/sfx_pop.wav
ValidTargets: Ground, GroundActor ValidTargets: Ground, GroundActor
ReloadDelay: 50 ReloadDelay: 50
Range: 5c0 Range: 5c0
@ -63,8 +69,10 @@ feedback_burst:
bass_ring: bass_ring:
Inherits: ^GroundWeapon Inherits: ^GroundWeapon
Report: audio/sfx_bass.wav
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: bigboom Explosions: bigboom
ImpactSounds: audio/sfx_boom.wav
ValidTargets: Ground, GroundActor ValidTargets: Ground, GroundActor
ReloadDelay: 120 ReloadDelay: 120
Range: 9c0 Range: 9c0
@ -85,8 +93,10 @@ bass_ring:
ping: ping:
Inherits: ^GroundWeapon Inherits: ^GroundWeapon
Report: audio/sfx_zap.wav
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: pop Explosions: pop
ImpactSounds: audio/sfx_pop.wav
ValidTargets: Ground, GroundActor ValidTargets: Ground, GroundActor
ReloadDelay: 15 ReloadDelay: 15
Range: 3c512 Range: 3c512
@ -103,11 +113,13 @@ ping:
UnitExplode: UnitExplode:
Warhead@Eff: CreateEffect Warhead@Eff: CreateEffect
Explosions: pop Explosions: pop
ImpactSounds: audio/sfx_pop.wav
ValidTargets: Ground, GroundActor ValidTargets: Ground, GroundActor
BuildingExplode: BuildingExplode:
Warhead@Eff: CreateEffect Warhead@Eff: CreateEffect
Explosions: bigboom Explosions: bigboom
ImpactSounds: audio/sfx_boom.wav
ValidTargets: Ground, GroundActor ValidTargets: Ground, GroundActor
thedrop_impact: thedrop_impact:
@ -123,6 +135,7 @@ thedrop_impact:
Heavy: 90 Heavy: 90
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: bigboom Explosions: bigboom
ImpactSounds: audio/sfx_boom.wav
ValidTargets: Ground, GroundActor ValidTargets: Ground, GroundActor
theshuffle_impact: theshuffle_impact:
@ -138,4 +151,5 @@ theshuffle_impact:
Heavy: 80 Heavy: 80
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect
Explosions: bigboom Explosions: bigboom
ImpactSounds: audio/sfx_boom.wav
ValidTargets: Ground, GroundActor ValidTargets: Ground, GroundActor