logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,644
Total Threads: 8,746
Posts: 95,530

Administrators:
DeeZire, Redemption

There are currently 26 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements

DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » editing ChallengeGenerals.cpp to increase NUM_GENERALS?

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 02-17-2004, 03:07 AM   #1 (permalink)
Member
 
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...
loid is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-17-2004, 01:14 PM   #2 (permalink)
Senior Member
 
Join Date: Sep 2001
Posts: 313
Send a message via ICQ to mad ivan Send a message via MSN to mad ivan
Default

Its like this: the notes are notes from the developers, for the developers, meaning that they could edit anything (including that cpp file).

On the other hand-we cant.So i dont believe i can help.
mad ivan is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-17-2004, 03:36 PM   #3 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Canada
Posts: 968
Send a message via MSN to Eradicator
Default

A .cpp file is a C++ file. In order to edit that you would need to Generals source code and obviously only EA has that.
Eradicator is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
How to Increase Your Chances at Getting Help for your Mod. smurfbizkit Generals & Zero Hour Editing 17 10-06-2005 11:26 PM
editing your mod |MeMw| Haldir LOTR: Battle For Middle Earth I & II Editing 11 06-13-2005 08:59 PM
Need help editing. Nub Red Alert 2 & Yuri's Revenge Editing 18 06-09-2004 08:10 PM
AI Editing help ShoNuff Red Alert 2 & Yuri's Revenge Editing 2 10-19-2003 08:39 AM
sorry, but how to increase the speed of an unit ? distributer Generals & Zero Hour Editing 3 06-22-2003 02:13 PM


All times are GMT -4. The time now is 06:10 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.