Forum Discussion
In C&C1, "Locomotion type" is just one of the options of units, but in RA, with boats simply split off to their own type, this is no longer in there.
In addition; the C&C1 SPEED_HOVER type has been completely replaced by SPEED_FLOAT for boats, in Red Alert, so there is no amphibious type in it at all.
So I'm afraid that might be a lot more work than you bargained for, especially with the difference in cell sizes for water based units. (Nevermind, that's in Warcraft II, not RA)
Quick question, how do you compile a MOD into a DLL file anyway. I've seen that the few MOD's out at the minute all have a DLL file with them. Along with a 'PDB' file, a 'LIB' file and an 'EXP' file.
Is there some sort of BAT file I need like with CNC3TW?
- Nyerguds6 years agoHero+
@zoolex wrote:
@Nyerguds
Quick question, how do you compile a MOD into a DLL file anyway. I've seen that the few MOD's out at the minute all have a DLL file with them. Along with a 'PDB' file, a 'LIB' file and an 'EXP' file.
Is there some sort of BAT file I need like with CNC3TW?You just compile it with a C++ compiler. The only required result file should be the dll. The pdb file contains debug symbols that should make the mod give better information to the programmer in case of a crash. I don't think that's ever shown to the end user anyway though, so just the dll should be all.
As for how to compile it, there's a TiberianDawn.vcxproj and a RedAlert.vcxproj; those are Visual Studio project files. Just opening them and compiling them should be simple. All you need is Visual Studio.
- 6 years ago@Nyerguds
I've tried reverse engineering a MOD that uses custom Cameos, and I can't figure out what's gone wrong. Even that MOD doesn't appear to run anymore (since Updates). Maybe we should wait until EA finish the game properly before we rewrite the rules of it.