You're welcome, on behalf of all who provided input on the matter.XboxJosh wrote:Thanks for answering my question about that function ( I had thought it was in tiles, then I did a double take at the number 1,800 and something O_O)
You can do you're New Campaign as a mod - indeed you should do this test Cam0 that way, IMHO, because you cannot assume it will automatically be integrated into the official campaign. (Though if it's a masterpiece the Devs and community may be so inclined and the Devs disposed to do what is necessary to make it work that way which I imagine would involve, among other things, dealing with the UI Widgets.. O_O )XboxJosh wrote: I had another question regarding the source code. Is it possible to change the campaign entry point by mod? Or does "New Campaign" always point at the first campaign level?
In any case, I've done this as a Mod before. It works just fine. I did it to the v.1.10 Pumpkin binary. If you have or can run that binary I'll send you a mission (never released) and you can de-compile my .wdg (with WdgExplorer) so you can see how it's done - file structure, assets, scripts, etc. Too much trouble for me to make it compatible with the current binary - for one, it used custom map tertiles, and those alone are a PITA to not only make compatible but also upgrade the art as well. Yea, for some things you can brand me a lazy son of a gun.
Regards, RV
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