So I try to change the template type of a cell ingame. This is on the Desert theme, going from an empty, passable cell to an impassable brush.
Code: CellClass * cellptr = &Map;
TemplateType TType; // Template type.
unsigned char TIcon; // Template icon number.
temp.TType = TEMPLATE_BRUSH1;
temp.TIcon = 0;
cellptr->TType = temp.TType;
cellptr->TIcon = temp.TIcon;
After triggering this code the cell is no longer passable as it should be.
In the classic graphics the cell gets correctly updated (both the passable status and the GRAPHIC itself), but in the remastered graphics it does NOT (not GRAPHIC update).
What am I missing here?
I am looking for a way to let text appear during a mission like here (from GDI Mission 9):
I went through the code and couldn't find anything related.
I did find the sound that is played when that message appears. It's "TDR_SFC_BLEEP2.WAV" in the "SFX3D.MEG".
It is found twice in "AUDIO.CPP" but not referenced anywhere to be played.
Any input would be nice ^^
I'm trying to render a custom graphic. Let's say I have that pink box. How can I render it on top of the sidebar next to the credits (1), over the build icons (3) and maybe the game view (2).
All I found was code in power.cpp, radar.cpp and sidebar.cpp that mostly doesn't seem to do anything. I can comment out a lot of it without seeing any change ingame.
Any idea how to do that?
I installed the Origin C&C Generals version of Yuri's Revenge, then I installed Purple Alert. The Purple Alert launcher loads fine, but when I click "Launch Purple Alert" the C&C Generals "Ra2 or YR" launcher pops up. When I click YR it just loads the Vanilla YR. Is there any way to bypass something so that I can play Purple Alert? I played it years ago when I had the non C&C Generals version and it was the best mod ever!
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