/doc/singleplayermaps.txt
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- Chapter II
-
- Editing the .ini file
-
- by mgP <parker@telis.org>
-
-
- ******************************
-
- Introduction
-
- Now that you have finished making your map with CCMap, you may wish to learn
- some things about the .ini file.
-
- Oh yeah... I almost forgot. You are probably asking, `What is an .ini file?'.
- Well, every time you save your map to your hard drive in CCMap, it saves it
- in two files. One is a file with a .map extension, which is always at 8K
- (8192 bytes). This .map file contains information on the location and type of
- all the map tiles in your mission. The other file is the .ini file, and is
- probably much more important. It saves everything else you put on your map,
- such as Tiberium, structures, infantry, units, trees, concrete walls, etc.
- The .ini file can be edited through a text editor, such as MS-DOS Edit or
- Notepad. By adding new sections to the .ini file, your mission can become
- more advanced. The computer opponent(s) can create teams of units to attack
- you at time intervals, or drop a load of engineers on a Chinook every once
- in a while. Maybe they will fire an Ion Cannon at you once you attack their
- base, or maybe launch a nuke at you when you attack their Temple of Nod.
-
- That all sounds pretty cool, huh? Well there's more. You can change the
- environment your mission is in, the size of the map you play on, the video
- and text briefings you get, and many other things. All of this is done by
- editing the .ini file. In this chapter, I'll show you how to do just that,
- and give you some examples of other things. Another thing: there is one
- drawback to the .ini file. If it exceeds 16 or 17K, you'll start to miss
- some things from your mission. Maybe some triggers will disappear, then some
- Tiberium, then some units, then...
-
- I am now going to start. Each of the following chapters is a part of the .ini
- file, and the heading of each .ini file part is the chapter name. In each, I
- will give an example of what it might look like in your .ini file. In some,
- I will also give a syntax, the order the variables for the example.
-
- ******************************
-
- ALSO, IF YOU HAVE ANY QUESTIONS ABOUT ANYTHING HERE, OR ANYTHING NOT
- LISTED HERE, DO NOT EMAIL ME. INSTEAD, ASK THEM AT OUR WEB BOARD AT
- http://www.io.org/~isarog/c-c/php.cgi/~isarog/c-c/wwwboard/wwwboard2.html
-
- ******************************
-
- Table of Contents
- 1. BASIC
- 2. MAP
- 3. WAYPOINTS
- 4. [GOODGUY], [BADGUY], [NEUTRAL], [SPECIAL], [MULTI1 - MULTI6]
- 5. TERRAIN
- 6. OVERLAY
- 7. SMUDGE
- 8. UNITS
- 9. INFANTRY
- 10. STRUCTURES
- 11. BASE
- 12. CELLTRIGGERS
- 13. TRIGGERS
- 14. TEAMTYPES
- 15. BRIEFING
-
- 16. You're done!
-
- ******************************
-
- 1. BASIC
-
- The BASIC section is the first part of the .ini file. This tells of the
- videos played before and after the mission, what side the player is, the
- name of the mission, and some things which are unknown.
-
- Example:
-
- [BASIC]
- CarryOverCap=-1 1
- CarryOverMoney=35 2
- Intro=X 3
- BuildLevel=13 4
- Theme=No Theme 5
- Percent=30 6
- Player=BadGuy 7
- Action=X 8
- Lose=X 9
- Win=X 10
- Brief=X 11
- Name=Terrorists in the Village 12
-
- Definition:
-
- 1. CarryOverCap: Unknown.
- 2. CarryOverMoney: The amount of credits carried over from the previous
- mission divided by 100. So 35 equals 3500 credits. However, I have found
- this not to be the case.. I think it is the percent of credits carried
- over from the previous mission.
- 3. Intro: The introductory video played before the mission starts. See the
- ccmovies.txt file for valid entries. Put an 'x' for no video.
- 4. BuildLevel: Changing this number does not really affect what you can build
- in the game. The maximum value for this number is 99. A good way to be
- able to build most things is replace a mission far in the game with your
- mission.
- 5. Theme: What song is playing when the mission starts. Many to choose from.
- See the ccsongs.txt file for valid entries.
- 6. Percent: Unknown.
- 7. Player: This is the side you will play as in your mission:
- GoodGuy=GDI
- BadGuy=Nod
- Neutral=Civilians
- Special=GDI and Nod stuff can be built by this team
- Multi1-Multi6=Individual teams, multiplayer teams
- 8. Action: A video played before the mission, but after the one in Intro.
- See the ccmovies.txt file for valid entries. Put an 'x' for no video.
- 9. Lose: The video played if you lose the mission. See the ccmovies.txt file
- for valid entries. Put an 'x' for no video.
- 10. Win: The video played if you win the mission. See the ccmovies.txt file
- for valid entries. Put an 'x' for no video.
- 11. Brief: The briefing video... Many too choose from. See the ccmovies.txt
- file for valid entries. Put an 'x' for no video.
- 12. Name: This is for Covert Operations owners only. It will show up as this
- name and it will show up in the `New Missions' list. Command & Conquer
- owners without Covert Ops can put a name here also to specify the name
- of their mission.
-
- ******************************
-
- 2. MAP
-
- The MAP section of the .ini file tells of how big the map is going to be,
- and the environment you will be in.
-
- Example:
-
- [MAP]
- Height=35 1
- Width=30 2
- X=1 3
- Y=1 4
- Theater=Winter 5
-
- Definition:
-
- 1. Height: Change this number to change the height of the map in your
- mission. 64 is the maximum, but never go above 62. If you exceed 62,
- Antanovs and A-10s will be stuck at the border of the map when they fly
- in from the sides / top and bottom. Also, if you exceed 63, CCMap will
- lock up.
- 2. Width: Change this number to change the width of the map in your mission.
- 64 is the maximum, but never go above 62. If you exceed 62, Antanovs and
- A10s will be stuck at the border of the map when they fly in from the
- sides / top and bottom. Also, if you exceed 63, CCMap will lock up.
- 3. X: The horizontal position of the top-left corner of the map. Values
- range from 0 - 2. A value other than 1 lets you view the extra 1 cell
- border on a 62x62 map.
- 4. Y: The vertical position of the top-left corner of the map. Values range
- from 0 - 2. A value other than 1 lets you view the extra 1 cell border
- on a 62x62 cell map.
- 5. Theater: The mission environment. Choose from Desert, Temperate, or
- Winter.
-
- Note: It is best to change the Height and the Width values of your mission
- before you actually create the mission with CCMap. This will adjust the size
- map you are creating. It is also a good idea to change the Theater value
- before you make your map. Changing theater values in the middle, or after
- you create your mission, can mess up the map.
-
- ******************************
-
- 3. WAYPOINTS
-
- Waypoints are used in the TeamType section. All waypoints are actually cell
- numbers, but instead of using the actual cell number, C&C will look up the
- cell number in the appropriate waypoint. There are a total of 32 waypoints,
- from 0 through 31, which you can define as you wish (as cell numbers). Most
- missions have at least 27 waypoints. But three waypoints serve a specific
- purpose:
-
- - Waypoint 25: The yellow flare is always lit at this waypoint if
- designated.
- - Waypoint 26: The cell at the top left corner of the screen when the
- mission starts. This is so you don't end up with a black screen at the
- start of the mission, and have to go searching around a dark map until
- you find one of your units.
- - Waypoint 27: This waypoint is the default drop cell for Chinooks and APCs
- if no 'Unload' command is specified.
-
- If a waypoint has a value of '-1' it is unused.
-
- Syntax: Waypoint=Cell number it represents
-
- Example:
-
- 10=1377
- ^^ ^^
- 1 2
-
- Definition:
- 1. 10: The waypoint # 10.
- 2. 1377: The cell number waypoint 10 represents.
-
- ******************************
-
- 4. [GOODGUY], [BADGUY], [NEUTRAL], [SPECIAL], [MULTI1 - MULTI6]
-
- The sections GOODGUY, BADGUY, NEUTRAL, SPECIAL, MULTI1 - MULTI6 are very
- important. Each of these sections tells of each side, including their allies,
- starting credits, what edge of the map reinforcements come from, and some
- unknown things.
-
- Example:
-
- [BadGuy]
- Flaghome=0 1
- FlagLocation=0 2
- MaxBuilding=70 3
- MaxUnit=150 4
- Allies=BadGuy, Special 5
- Edge=East 6
- Credits=70 7
-
- Definition:
-
- 1. Flaghome: Unknown.
- 2. FlagLocation: Unknown.
- 3. MaxBuilding: Unknown.
- 4. MaxUnit: Unknown.
- 5. Allies: This tells who your allies are. They won't attack you in your
- mission. You can have multiple entries here.
- 6. Edge: Reinforcements by APC, and Chinook come from this side of the map.
- Hovercraft always come from the south.
- 7. Credits: This number is the number of credits this side starts with,
- divided by 100. So the 70 equals 7000 credits.
-
- ******************************
-
- 5. TERRAIN
-
- The TERRAIN section has the type and location of all the terrain tiles in
- your map. CCMap will handle all this for you. It is to complicated to put
- in these entries manually, and too complicated to explain.
-
- ******************************
-
- 6. OVERLAY
-
- This OVERLAY section has the type and location of all the overlay tiles in
- your map. They include Tiberium, crates, sandbag walls, chainlink fences,
- concrete walls, wooden fences, and barbed wire.
-
- Syntax: Cell number=Overlay
-
- Example:
-
- 541=TI12
- ^ ^^
- 1 2
-
- Definition:
-
- 1. 541: The cell number this overlay tile is located in.
- 2. TI12: Tiberium with a density rating of 12.
-
- Other overlay entries go like this:
-
- WCRATE: Wooden crate containing 2000 Tiberium credits.
- SCRATE: A steel crate containing one of the three parts to the nuke.
- TI1: Tiberium with a density rating of 1.
- TI2: Tiberium with a density rating of 2.
- TI3: Tiberium with a density rating of 3.
- TI4: Tiberium with a density rating of 4.
- TI5: Tiberium with a density rating of 5.
- TI6: Tiberium with a density rating of 6.
- TI7: Tiberium with a density rating of 7.
- TI8: Tiberium with a density rating of 8.
- TI9: Tiberium with a density rating of 9.
- TI10: Tiberium with a density rating of 10.
- TI11: Tiberium with a density rating of 11.
- TI12: Tiberium with a density rating of 12.
- BRIK: Concrete wall.
- SBAG: Sandbag wall.
- CYCL: Chainlink fence.
- BARB: Barbed wire.
- WOOD: Wooden fence.
-
- ******************************
-
- 7. SMUDGE
-
- Entries in SMUDGE are bomb craters (like the ones Adv. Guard Tower missiles
- leave in the ground after they fire) and scorch marks (like the ones on the
- ground after a nuke has hit, or when a flame tank scorches the ground).
- These craters and scorch marks do not show up in CCMap, but will appear in
- the mission. You will have to add these manually.
-
- Syntax: Cell number=Smudge mark.
-
- Example:
-
- 964=SC4
- ^ ^
- 1 2
-
- Definition:
-
- 1. 964: The cell number this smudge is in.
- 2. SC4: The type of smudge mark. SC1 through SC6 are scorch-marks, and CR1
- through CR6 are bomb craters.
-
- ******************************
-
- 8. UNITS
-
- The UNITS section has the entries for all of the units which are on the map
- when the mission starts.
-
- Syntax: Number on list=Owner,Type of Unit,Health,Cell number,Direction,
- Action,Associated Trigger.
-
- Example:
-
- 006=GoodGuy,HTNK,256,512,96,Area Guard,att1
- ^ ^^^^^ ^^ ^ ^ ^^ ^^^^^^ ^^
- 1 2 3 4 5 6 7 8
-
- Definition:
-
- 1. 006: The number on the list of units in the units section.
- 2. GoodGuy: Owner of the unit. Possible teams are:
- GoodGuy=GDI
- BadGuy=Nod
- Neutral=Civilians
- Special=GDI and Nod stuff can be built by this team
- Multi1-Multi6=Individual teams, multiplayer teams
- 3. HTNK: What type of unit it is: a Heavy Tank (Mammoth Tank). Choose from:
- VICE: Viceroid
- FTNK: Flame Tank
- STNK: Stealth Tank
- LTNK: Light Tank
- MTNK: Medium Tank
- HTNK: Heavy Tank (Mammoth Tank)
- MHQ: Mobile Headquarters
- LST: Hovercraft
- MRLS: Honest John Rocket Launcher
- ARTY: Mobile Artillery
- HARV: Harvester
- MCV: Mobile Construction Vehicle
- JEEP: Humm-Vee
- BGGY: Nod Buggy
- BIKE: Recon Bike
- MSAM: Mobile Rocket Launcher
- APC: Assault Personnel Carrier (APC)
- BOAT: Gunboat
- TRIC: Triceratops
- TREX: Tyrannosaurus Rex
- RAPT: Velociraptor
- STEG: Stegosaurus
- 4. 256: Health of the unit.
- 256=Maximum health.
- 1=Basicially dead.
- 5. 512: Cell number the unit is located at.
- 6. 96: Direction the unit is facing. Choose from:
- 0=North
- 32=North-East
- 64=East
- 96=South-East
- 128=South
- 160=South-West
- 192=West
- 224=North-West
- 7. Area Guard: Action he undertakes during the mission. Choose from:
- Area Guard : Guard an area of a few cells around the infantry / unit.
- Attack Base : Attack the enemy base (give Engineers this command to
- take over buildings).
- Attack Civil. : Attack all civilians.
- Attack Tarcom : Unknown.
- Attack Units : Attack the enemy units and infantry.
- Defend Base : Unit / Infantry will defend it's base from enemy attacks.
- Guard : Unit will only guard a one cell radius, and will only attack
- units which attack it.
- Harvest : Gather Tiberium... Harvesters only.
- Hunt : Will seek out enemies as long as he is alive.
- None : No action undertaken by the unit / infantry.
- Rampage : Like Attack Units, but the unit will attack targets more
- wisely.
- Retreat : Unknown. Maybe it has something to do with when the units
- are attacked, they will retreat to a waypoint?
- Return : Unknown. Maybe the same action as retreat?
- Sticky : The unit will stay in it's starting cell, regardless of
- anything.
- 8. Att1: The trigger associated with the unit. Put 'None' for no trigger to
- be associated.
-
- ******************************
-
- 9. INFANTRY
-
- The INFANTRY section has the entries for all the infantry on the map when
- the mission starts.
-
- Syntax: Number on list=Owner,Type of Infantry,Health,Cell number,
- Sub-Cell number,Action,Direction,Associated Trigger.
-
- Example:
-
- 011=GoodGuy,RMBO,256,950,3,Hunt,64,die7
- ^ ^^^^^ ^^ ^ ^ ^ ^^ ^^ ^^
- 1 2 3 4 5 6 7 8 9
-
- Definition:
-
- 1. 011: Number on the list.
- 2. GoodGuy: Owner of the infantry. Possible teams are:
- GoodGuy=GDI
- BadGuy=Nod
- Neutral=Civilians
- Special=GDI and Nod stuff can be built by this team
- Multi1-Multi6=Individual teams, multiplayer teams
- 3. RMBO: Type of infantry. Choose from:
- RMBO: Commando
- DELPHI: Agent Delphi
- C1-C10: Civilians
- E1: Minigunner
- E2: Grenadier
- E3: Bazooka Troop
- E4: Flame-thrower Troop
- E5: Chemical Warrior
- E6: Engineer
- 4. 256: Health of the infantry.
- 256=Maximum health.
- 1=Basicially dead.
- 5. 950: The cell number the infantry is located at.
- 6. 3: The sub-cell number the infantry is in. 5 infantry can be in one cell,
- thus sub-cell number values of 0 - 4.
- 7. Hunt: Action he undertakes during the mission.
- Area Guard : Guard an area of a few cells around the infantry / unit.
- Attack Base : Attack the enemy base (give Engineers this command to
- take over buildings).
- Attack Civil. : Attack all civilians.
- Attack Tarcom : Unknown.
- Attack Units : Attack the enemy units and infantry.
- Defend Base : Unit / Infantry will defend it's base from enemy attacks.
- Guard : Unit will only guard a one cell radius, and will only attack
- units which attack it.
- Harvest : Gather Tiberium... Harvesters only.
- Hunt : Will seek out enemies as long as he is alive.
- None : No action undertaken by the unit / infantry.
- Rampage : Like Attack Units, but the unit will attack targets more
- wisely.
- Retreat : Unknown. Maybe it has something to do with when the units
- are attacked, they will retreat to a waypoint?
- Return : Unknown. Maybe the same action as retreat?
- Sticky : The unit will stay in it's starting cell, regardless of
- anything.
- 8. 64: Direction which the infantry is facing.
- 0=North
- 64=East
- 128=South
- 192=West
- 9. die7: The trigger associated with the infantry. Put `None' for no trigger
- to be associated.
-
- ******************************
-
- 10. STRUCTURES
-
- The STRUCTURES section of the .ini file has the data for all the structures,
- or buildings, in the mission.
-
- Syntax: Number on list=Owner,Structure type,Health,Cell number,Direction,
- Associated Trigger.
-
- Example:
-
- 021=BadGuy,AFLD,256,1668,0,Atk1
- ^ ^^^^ ^^ ^ ^^ ^ ^^
- 1 2 3 4 5 6 7
-
- Definition:
-
- 1. 021: It's number on the list of structures in the structure section.
- 2. BadGuy: The owner of the structure. Possible teams are:
- GoodGuy=GDI
- BadGuy=Nod
- Neutral=Civilians
- Special=GDI and Nod stuff can be built by this team
- Multi1-Multi6=Individual teams, multiplayer teams
- 3. AFLD: The type of structure: an Airfield. Choose from:
- TMPL: Temple of Nod
- EYE: Advanced Communications Center
- WEAP: Weapons Factory
- GTWR: Guard Tower
- ATWR: Advanced Guard Tower
- OBLI: Obelisk of Light
- GUN: Gun Turret
- FACT: Construction Yard
- PROC: Tiberium Refinery
- SILO: Tiberium Silo
- HPAD: Helipad (Nod Apaches and GDI Orca pads)
- HQ: Communications Center
- SAM: Sam Site
- AFLD: Airstrip
- NUKE: Power Plant
- NUK2: Advanced Power Plant
- HOSP: Hospital
- BIO: Biotech Lab
- PYLE: Barracks
- HNOD: Hand of Nod
- ARCO: Civilian Water Pump
- FIX: Repair Bay
- MISS: Technology Center / Prison
- V01 - V37: Civilian Buildings
- 4. 256: The health of the structure.
- 256=Full Health
- 1=Basicially Dead.
- 5. 1668: The cell number the structure is in.
- 6. 0: The direction the structure is facing. For structures, this is only
- useful with Nod Gun Turrets. Here are possible values:
- 0=North
- 32=North-East
- 64=East
- 96=South-East
- 128=South
- 160=South-West
- 192=West
- 224=North-West
- 7. Atk1: A trigger associated with the structure. Put 'None' for no trigger
- to be associated with the structure.
-
- ******************************
-
- 11. BASE
-
- The BASE section defines which structures the computer is to rebuild. This
- section of the .ini file is not done by CCMap, but by a utility called
- BaseIt. It is included with CCTools, but can be downloaded off the Internet
- as a single, separate utility.
-
- Syntax: Number on list=What to Rebuild,Number
-
- Example:
-
- 013=GUN,956312320
- ^ ^ ^^^^^
- 1 2 3
-
- Definition:
-
- 1. 13: Number on the list.
- 2. GUN: Type of structure to rebuild.
- 3. 956312320: A strange number which defines where to rebuild the structure.
-
- ******************************
-
- 12. CELLTRIGGERS
-
- CELLTRIGGERS are very unique. When you cross a certain cell, the associated
- trigger is activated. With this, you can have reinforcements arrive when you
- cross bridges, a nuke hit your base when you enter their base, and many other
- things.
-
- Syntax: Cell number=Associated Trigger
-
- Example:
-
- 2054=drop
- ^^ ^^
- 1 2
-
- Definition:
-
- 1. 2054: The cell which must be crossed for the associated trigger to
- activate.
- 2. drop: The associated trigger. This is actually a shortcut to any of the
- triggers in the trigger section.
-
- ******************************
-
- 13. TRIGGERS
-
- The TRIGGERS section is the part of the .ini file which is probably the most
- important. This tells when reinforcements to arrive, what the mission
- objectives are, etc. It basically tells what happens when. Some triggers may
- be associated with buildings, units, and infantry, but other triggers can
- activate upon a certain amount of time passing, if something is built, if
- something is attacked or destroyed, or many other things. Some trigger
- entries may be associated to TeamType entries.
-
- Syntax: Trigger Name=Why Activated,What Happens,Counter,Who Activates
- Trigger,Associated TeamType Entry,Loop
-
- Example:
-
- SPY=Discovered,Ion Cannon,0,BadGuy,dstry,0
- ^ ^^^^^^ ^^^^^^^^ ^ ^^ ^^^ ^
- 1 2 3 4 5 6 7
-
- Definition:
-
- 1. SPY: The name of the trigger. These can be anything you want...
- 2. Discovered: This is why the trigger was activated. For example, this
- trigger would be activated if a unit associated with trigger SPY was
- discovered by the player. Others entries are:
- # Bldgs Dstr. : Trigger activates when the number of buildings in the
- counter section are destroyed for the associated side.
- # Units Dstr. : Trigger activates when the number of units in the
- counter section are destroyed for the associated side.
- All Destr. : Trigger activates when everything of the associated side
- is destroyed.
- Any : Used in association with the Cap=Win/Des=Lose variable.
- Attacked : Trigger activates if the associated infantry / structure /
- unit is attacked.
- Bldgs Destr. : Trigger activates when all buildings of the associated
- side have been destroyed.
- Built It : Trigger is activated when the specified structure is built.
- See the builtit.txt file on how to use this trigger.
- Civ. Evac. : Trigger activates when all civilians are evacuated.
- Credits : Trigger activates when the number of credits have been
- reached in the counter section (credits / 10).
- Destroyed : Trigger activates if the associated infantry / structure /
- unit has been destroyed.
- Discovered: Trigger activates if the associated infantry / structure /
- unit has been discovered.
- House Discovered : Trigger activates if the associated house (side)
- has been seen by the player.
- No Factories : Trigger activates if all unit / infantry producing
- buildings have been destroyed (Nod: Hand of Nod & Airstrip; GDI:
- Barracks & Weapons Factory) for the associated side.
- None : Nothing activates the trigger.
- Player Enters : Trigger activates when the player enters the cell
- associated in the CellTriggers section.
- Time : Trigger activates when a certain amount of time units has
- passed.
- Units Destr. : Trigger activates when all units of the associated
- side have been destroyed.
- 3. Ion Cannon: This is what happened when the trigger is activated. Other
- entries are:
- Airsrike : A-10 Airstrike occurs.
- All to Hunt : When the Trigger is activated, the associated side's
- units & infantry go hunting for you.
- Allow Win : Even if the Win trigger has been activated, you can not
- complete the mission until the Allow Win trigger has been activated.
- Autocreate : When the Trigger is activated, the computer player
- randomly creates a team from the TeamType section.
- Cap=Win/Des=Lose : When the buildings is captured, the mission is won.
- If destroyed, you lose the mission.
- Create Team : Create the associated TeamType entry (used only with the
- 1,0,0,1,0,15,1,0,0, combo).
- Dstry Teams : Unknown. But in one .ini file for C&C, I did see a
- Teams entry, but no teams were listed.
- Dstry Trig 'XXXX' : Destroys the trigger called XXXX.
- Dstry Trig 'YYYY' : Destroys the trigger called YYYY.
- Dstry Trig 'ZZZZ' : Destroys the trigger called ZZZZ.
- DZ at 'Z' : This lights up the yellow flare at Waypoint 25.
- Ion Cannon : Ion Cannon is fired.
- Lose : You lose the mission when the trigger is activated.
- None : Nothing is activated.
- Nuclear Missile : Nuclear Missile is fired.
- Production : Reproduce destroyed buildings with using BaseIt, enables
- the associated side to create teams.
- Reinforce. : Reinforcements via A10s, APC, Chinook, Hovercraft, or
- rolling off the side of the screen.
- Win : You win the mission when the trigger is activated.
- 4. 0: This is a counter. Depending on your trigger action (entry 2,
- Discovered) it can count credits, time, number of buildings destroyed,
- and represent what structure is used with the Build It trigger.
- 5. BadGuy: Who activates the trigger.
- 6. dstry: TeamType entry associated with the trigger. Put 'None' for no
- association.
- 7. 0: How many times the trigger is activated.
- 0=Once.
- 1 or 2=Trigger repeats once entry 4 (the counter) is reached again.
-
- ******************************
-
- 14. TEAMTYPES
-
- TEAMTYPE entries are hard to understand... they are the entries which were
- associated at the end of the Trigger entries. They tell specifically what the
- Chinooks drop off, when the Chinooks come in, when APCs drop off, when APCs
- come in, when the computer opponent creates teams of units, when A-10
- Airstrikes arrive, and when reinforcements come in off the side of the
- screen.
-
- Syntax: TeamType Name=Team Owner,Number Combo,Number of Units,Units and
- Quantity,Number of Actions,Actions.
-
- Example:
-
- atck=GoodGuy,1,0,0,1,0,15,1,0,0,2,MTNK:2,RMBO:1,2,Move:5,Attack Base:80,0,0
- ^^ ^^^ ^^^^^^^^^^^^^^^^^^ ^ ^^^^^^^^^^^ ^ ^^^^^^^^^^^^^^^^^^^
- 1 2 3 4 5 6 7
-
- Definition:
-
- 1. atck: The TeamType name, as associated to the trigger entries.
- 2. GoodGuy: The 'owner' of the team. Again, possible values are:
- GoodGuy=GDI
- BadGuy=Nod
- Neutral=Civilians
- Special=GDI and Nod stuff can be built by this team
- Multi1-Multi6=Individual teams, multiplayer teams
- 3. 1,0,0,1,0,15,1,0,0,: The number combo. This defines what will happen in
- this TeamType entry. Use the following templates:
- 1,0,0,1,0,15,1,0,0, or 0,0,0,0,0,15,0,0,0,: Create a team of units.
- 0,0,0,0,0,7,0,0,0,: Reinforce by hovercraft, APC, Chinook, or by
- rolling off the side of the screen.
- 1,0,0,0,0,7,0,0,0,: Reinforce by A10 Airstrike, or by reinforcements
- rolling off the side of the screen. See the text file on how to do
- that.
- 4. 2: Number of units / infantry types in the team (not the total quantity).
- 5. MTNK:2,RMBO:1,: The units / infantry in the team and their quantity. We
- know what the MTNK, and RMBO stand for (if you don't, see sections UNITS
- and INFANTRY). Notice that each one is followed by a colon, then a
- number. The number after the colon is the quantity of the preceding
- unit / infantry in the TeamType. So this entry creates 2 Medium tanks and
- 1 Commando.
- 6. 2: Number of actions which they will under take. Here they move to
- waypoint 5 then attack your base for 80 time units. The last action
- entry should end with ,0,0. Other actions are:
- Move : The units / infantry go to the designated waypoint. The
- waypoint is the number after the colon.
- Loop : Used at the end of all the actions. It will make the actions
- loop over and over. Use a 1 after the colon.
- Unload : For Chinooks, APCs, and Hovercraft, this command will have
- them unload their cargo at the waypoint they are at. First give them
- a move command to a specific waypoint, then an unload command with
- the waypoint (i.e. Move:7,Unload:7)
- Attack Units : Attacks enemy units. The number after the colon is for
- how long the units are to attack.
- Attack Base : Attacks enemy base (use this command for engineers
- unloading off of Chinooks, APCs of Hovercraft to have them attempt
- to capture buildings. Commandos do not use their C4 when given this
- command). The number after the colon is for how long the units are
- to attack.
-
- ******************************
-
- 15. BRIEFING
-
- The BRIEFING section is for Covert Operations only. This is the text briefing
- given every time you choose a new mission from the New Missions menu, and
- the same text given when you Restate your mission objectives.
-
- Every mission briefing may contain 304 characters. You may split the 304
- characters into 4 lines (76 per line), or have many more lines, but with
- less characters per line.
-
- Here is an example of a BRIEFING section:
-
- [BRIEFING]
- 1=This is an example mission briefing for this document.
- 2=Don't put this briefing in your real mission or you're stupid.
- 3=If you do, consult your psychiatrist immediately: you are insane.
- 4=But don't worry, he can help you.
-
- For those of you without Covert Ops, below is how you make your mission
- briefing. First, remember that set of letters and numbers which are the
- prefix to the .ini and .bin files of your mission? For example, say that
- mine were SCG12EA. Now, create a new file called MISSION.INI in the
- Command & Conquer directory. Edit it through a DOS text editor. I would put
- mine to look like this:
-
- [SCG12EA]
- 1=This is an example mission briefing for this document.
- 2=Don't put this briefing in your real mission or you're stupid.
- 3=If you do, consult your psychiatrist immediately: you are insane.
- 4=But don't worry, he can help you.
-
- Of course, your mission briefing may look (well, I hope it does) much
- different then this one. Most likely the text and the combo of letters and
- numbers at the top.
-
- ******************************
-
- 16. You're done!
-
- Hope this gives you a good idea how to edit your .ini file. If you still
- don't understand some things (or maybe a lot of things) visit our WebBoard
- and ask around. It's at
- http://www.io.org/~isarog/c-c/php.cgi/~isarog/c-c/wwwboard/wwwboard2.html.
-
- ===============================================================================
- Copyright (C) 1996 Mark Smeltzer aka WarZone
- ==============================================================================
- Built It Trigger FAQ
-
- [1-1] Reasons why you would want to use it
- [1-2] A thorough explaination of how to use it
- [1-3] An advertisement of sorts for...The Ultimate C&C Startup Program!
- *** Note: This is freeware! ***
- ==============================================================================
- [1-1] Reasons why you would want to use the "Built It" trigger:
-
- * suppose you want the AI to be able to start production when the "player"
- creates a specific building (ex. a comm. centre)
- * suppose that when a guard tower (etc.) is built you want a bunch of units
- to attack
- * suppose you want reinforcements to come when the "player" build an
- adavanced comm. center
- * suppose computer rebuilds its temple then the "player" gets reinforced
- * and there are hundreds more!
- ==============================================================================
- [1-2] A thorough explaination of the "Built It" trigger:
- *** Note: this is the complicated part ***
-
- Here's the format:
-
- aaaa=Built It,bbbb,cccc,dddd,eeee,ffff
- ex.= rein=Built It,Reinforce.,0,GoodGuy,rein1,0
-
- aaaa= The name of the trigger (whatever you want here)
- bbbb= the action the will occur when the structure is built
- cccc= This is a number value that represents the sturcture to be rebuilt
-
- Here are the values:
- TMPL = 20
- EYE = 21
- WEAP = 0
- GTWR = 1
- ATWR = 2
- OBLI = 3
- GUN = 5
- FACT = 6
- PROC = 7
- SILO = 8
- HPAD = 9
- HQ = 4
- SAM = 10
- AFLD = 11
- NUKE = 12
- NUK2 = 13
- PYLE = 15
- HAND = 19
- FIX = 17
- Sandbag Wall = 60 *
- Chainlink Fence = 61 *
- Concrete Wall = 62 *
- Barbed Wire = 63 *
- Wooden Fence = 64 *
- * I haven't tested these...but the numbers are right.
-
- dddd= which side builds the sturctures that activates the action
- *** this can be the computer ***
- Possible Values Are:
- GoodGuy BadGuy Special Neutral Muilt1 - Muilt6
- eeee= the teamtype to build/reinforce id the action is Reinforce. or
- Create Team
- ffff= specifies the trigger to loop
- 0 = don't loop
- < 0 = loop (1 to 9) *
- * not sure what the difference in behavior between these numbers's is