hi,
if you make your own mod, how do you set up the new python files?
i understand you need the assets/python directory, what about the other files found with the civ4 mods (Entrypoint/ and Screens/)
do i need to make a Cv[modname]EventManager.py, Cv[modname]GameUtils.py along with the Cv[modname].py?
and is there a naming convention? do i have to have the python files named an exact way? asides when there's a class: name .. the file must be name.py right?
I've been messing for a few hours looking for a way to get a simple welcome pop up at the game start. I basically copied from the desert war scenario, made the assets/XML/Text/[modname]GameTextInfos.xml (speaking of which is there a name convention to that too? if so how does it work?), made sure the code was okay - as best as i could - and well i don't get any pop up
all i want it to do is pop up with "This is a test" in my own mod files.
if you make your own mod, how do you set up the new python files?
i understand you need the assets/python directory, what about the other files found with the civ4 mods (Entrypoint/ and Screens/)
do i need to make a Cv[modname]EventManager.py, Cv[modname]GameUtils.py along with the Cv[modname].py?
and is there a naming convention? do i have to have the python files named an exact way? asides when there's a class: name .. the file must be name.py right?
I've been messing for a few hours looking for a way to get a simple welcome pop up at the game start. I basically copied from the desert war scenario, made the assets/XML/Text/[modname]GameTextInfos.xml (speaking of which is there a name convention to that too? if so how does it work?), made sure the code was okay - as best as i could - and well i don't get any pop up
all i want it to do is pop up with "This is a test" in my own mod files.
Comment