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Old 02-17-2004, 04:07 AM   #1 (permalink)
loid
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Join Date: Jan 2004
Location: philippines
Posts: 53
Default editing ChallengeGenerals.cpp to increase NUM_GENERALS?

A couple of weeks ago I posted how to get your new generals to display their cameo during loading, people here told me it was an old topic and I should edit the challengemode.ini and get the "Bioportraitlarge= " to point to a mapped image file defined at SCGenChallengeWinLoss512.ini.....

Well I did that and I got to display my cameos for my new generals in my mod. However, the GeneralPersona I can use is numbered only from 0 to 12, which is not enough for my 5 new generals. Someone told me here that I can use the same number of GeneralPersonas. I did that too but the original General using that GeneralPersona number get his cameo exchanged with the new general. Furthermore, when I edit GeneralPersona 10 and 11 to display at least two of the cameos for my new generals (since those two doesn't seem to be pointing to an original general) when I go to skirmish mode their factions go missing so I can't select and use them. But at least I know the cameos gets to be display at loading when I load a saved game.

How can I avoid this limitation? The comments in challengemode.ini says that a general must exist from 0 to NUM_GENERALS, defined in ChallengeGenerals.cpp. Does this mean increasing the value of NUM_GENERALS in this .cpp file is the only way to make additional GeneralPersonas greater than 11? But a .cpp file is a c++ file, you can't possibly edit this one can you?

I haven't download Dezire's ProGen. Does ProGen displays loading cameos for additional generals/factions? Maybe I can see how Deezire pulls it in ini code...
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