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Re: Custom Commands for maps

Posted: March 5th, 2020, 4:41 pm
by Auregon
Vincent0001 wrote:.
they already cam out with 2 more versions :/ newest is 52, can i add you on dc or something and see how you do this?

Re: Custom Commands for maps

Posted: March 5th, 2020, 11:30 pm
by nuzamacuxe
Auregon wrote:
nuzamacuxe wrote:Dude. You misunderstood what I said. I said to change only the ones inside of function CC_Commands. You simply broke the map doing what you did.

I did a ctrl+f search for cc_ and CC_commands and got nothing. searching for just cc makes it show up in code like cfffcc00Cant use this item etc.


Lol. Of course you wont find anything because you didn't implement my custom command function.

The integer which I mentioned you'll have to find them in every new version of that map because they optimize the code. I already gave you the hint. It's simple: Use the version which I provided; look for the integers used to make you the evil one; compare with the new version to find where they are; Copy my custom command function; Change the old integers inside of it with the new ones; Profit.

Re: Custom Commands for maps

Posted: March 8th, 2020, 8:14 pm
by Auregon
nuzamacuxe wrote:
Auregon wrote:
nuzamacuxe wrote:Dude. You misunderstood what I said. I said to change only the ones inside of function CC_Commands. You simply broke the map doing what you did.

I did a ctrl+f search for cc_ and CC_commands and got nothing. searching for just cc makes it show up in code like cfffcc00Cant use this item etc.


Lol. Of course you wont find anything because you didn't implement my custom command function.

The integer which I mentioned you'll have to find them in every new version of that map because they optimize the code. I already gave you the hint. It's simple: Use the version which I provided; look for the integers used to make you the evil one; compare with the new version to find where they are; Copy my custom command function; Change the old integers inside of it with the new ones; Profit.


apologies for misinterpreting that, sounds good thank you. I'll let you know how it works out

Re: Custom Commands for maps

Posted: March 9th, 2020, 12:55 am
by Auregon
So i figured it out and added the your line of code. however, the command doesn't work in game. the game doesn't crash though which is a good sign but the command -wevil does not work.

Re: Custom Commands for maps

Posted: March 9th, 2020, 1:01 am
by nuzamacuxe
You did something wrong. Maybe you forgot to add something. Please recheck what you did.

Re: Custom Commands for maps

Posted: March 9th, 2020, 9:29 pm
by Auregon
nuzamacuxe wrote:You did something wrong. Maybe you forgot to add something. Please recheck what you did.

hmmm I moved the command around but the same effect. also double checked integers. I attached the j file if you want to see.

Re: Custom Commands for maps

Posted: March 10th, 2020, 2:02 am
by nuzamacuxe
You forgot to add: call CC_Init() inside of function main takes nothing returns nothing.

Re: Custom Commands for maps

Posted: March 10th, 2020, 10:12 am
by Auregon
nuzamacuxe wrote:You forgot to add: call CC_Init() inside of function main takes nothing returns nothing.

Ok I added call CC_Init() after the line InitS2RAW() and I believe I got it working. Thank you for helping me.

Re: Custom Commands for maps

Posted: March 10th, 2020, 10:37 am
by Auregon
ok so I got the message that "I will be the evil one" but I didn't end up being the evil one.

Re: Custom Commands for maps

Posted: March 12th, 2020, 3:39 am
by nuzamacuxe
Try to type the command after you choose the options (If you want to be the evil, etc).