8 | | When you know where you want to include the level, you go to the LevelManager, search for the function buildallLevelStatus() and add your level where you want.[[BR]] |
9 | | You have to make a new v={1,0,2,....} (This says, which levels will be activated(1), not activated(0), or only visible(2) when your level is allready won. With this vector you can include your level into the structure of the campaign mode) and then allLevelStatus_[i]->nextLevels=v; (as it is done for all the others). [[BR]] |
10 | | You also have to think at what point of the mission your level should be shown or not. To implement that, you have to add a 0/1/2 to all the other v's.(same principle as for your own v)[[BR]] |
11 | | At the end all v's (also the one you initilize) should have the length of your campaignMission_ (=number of levels). |
| 8 | When you know where you want to include the level, you go to the LevelManager, search for the function buildallLevelStatus() and include your level into the structure of the campaign.[[BR]] |
| 9 | * How to include it:[[BR]] |
| 10 | You have to make a new v={1,0,2,....} (This says, what happens with the jth-levels when your level is allready won: activated(1), not activated(0), or only visible(2). With this vector you include your level into the campaign mode) and then allLevelStatus_[i]->nextLevels=v; (as it is done for all the others). [[BR]] |
| 11 | You also have to think at what point of the mission your level should be shown or not. To implement that, you have to add a 0/1/2 to all the other v's.(same principle as for your own v)[[BR]] |
| 12 | At the end all v's (also the one you initilize) should have the length of your campaignMission_ (=number of levels). |