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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-18-2005, 11:43 PM
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#1 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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ENUM? UNIQUE?
is enum similiar to moduletag in that it has to be different in all cases than the otherI guess , im trying to ask , i have two mapalm strikes special powers built , both have the ENUM SPECIAL_NAPALM_STRIKE
My game is crashing now , after i made these two powers , but i changed the enum , and it is still crashing. This is all i have really changed though, any ideas anyone?
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03-19-2005, 12:12 AM
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#2 (permalink)
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Senior Member
Join Date: Dec 2003
Posts: 217
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ENUMs cannot be made up, they are hard-coded into the game. Each ENUM has a differing set of properties, eg. SPECIAL_PARADROP_AMERICA does not allow targetting in fog, and SPECIAL_HACKER_DISABLE_BUILDING only allows use on the STRUCTURE KindOf (I think).
Just make sure you don't have 2 SpecialPowers with the same ENUM at the same time, some strange things happen.
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03-19-2005, 12:31 AM
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#3 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Can you please be more precise , as in.
Have two super powers on a faction that have same enum , or two super powers that go off simulatenously with same enum?
Ty
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03-19-2005, 01:33 AM
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#4 (permalink)
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Senior Member
Join Date: Dec 2003
Posts: 217
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You can't have 2 SpecialPowers w/ the same ENUM active and counting down per player (IIRC) at the same time.
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03-19-2005, 02:12 AM
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#5 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Ahhh , ok , kewl , thank you 
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03-19-2005, 03:43 AM
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#6 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 368
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Luckily, there are several leftover Enum= values that you can salvage from superweapons that never quite made the cut for vanilla Generals or ZH.
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03-19-2005, 06:04 AM
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#7 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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Where can we find a list of these?
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03-19-2005, 07:47 AM
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#8 (permalink)
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Senior Member
Join Date: Dec 2003
Posts: 217
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game.dat?
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03-19-2005, 08:22 AM
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#9 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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Hey would it be possible (or even legal) to reverse engeneer it, like they did for BFMEs assets.dat?
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03-19-2005, 08:59 AM
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#10 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
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What for??
It's only a file, that contains the constants defined in the compiled hardcode.
The only result of changing game.dat would be a game crash.
(The only purpose reverse engeneering could have is doing a crack for the game, but you would have to modify the exe itself, too. And I think we agree, that's NOT legal AND we WON'T do it lol)
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