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Talk:Making The YR Singleplayer Campaign Work With Your Mod

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Revision as of 13:19, 26 February 2006 by Whiteboy (talk | contribs)
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Blade: The process of adding the relevant building types as placeholders in the rulesmd.ini list and then ammending the actual map fles themselves I assume is the process you allude to Whiteboys Rules using. This process is already outlined on the C-Gen tutorials page and is used by the unrelease 'The Project' mod.

Whiteboy: Yes, I am aware of that; WR does not take credit for it, and I have read that tutorial page and seen that one suggestion it makes is to edit ALL the campaign maps. WR is merely mentioned in this document as the environment in which this method was tested.

Blade: Just looking over your fix, its simpler than the one I use in my mod but I don't think its as elegant. For a start, the soviet buildings start their own array and would occupy the same array positions as the initial allied mission, why not just change the name references and leave a set of placeholder buildings in the rulesmd.ini settings. You don't even need to include sections for them in rulesmd.ini proper, just make sure the names reflect what is actually in the maps. I'd also recommend deleting the arrays that are already present in the maps to avoid conflict.


Big codebox is seriously lacking paragraphs.

Renegade
http://images.gerpok.com/lastplay/Renegat0r.1.png
Current Time and Date: 09:53, 11 Feb 2006 (CST)


Whiteboy: Go ahead and add that info to the page, I just wanted things to be straightforward :P

Hmm, I remember not being able to get paragraphs in that code - every new paragraph would not appear as code. Probably very trivial, I'll see if I can get it into paragraphs.


Whiteboy: Done, in case you're wondering.