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/doc/singleplayermaps.txt

http://github.com/chrisforbes/OpenRA
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  1. Chapter II
  2. Editing the .ini file
  3. by mgP <parker@telis.org>
  4. ******************************
  5. Introduction
  6. Now that you have finished making your map with CCMap, you may wish to learn
  7. some things about the .ini file.
  8. Oh yeah... I almost forgot. You are probably asking, `What is an .ini file?'.
  9. Well, every time you save your map to your hard drive in CCMap, it saves it
  10. in two files. One is a file with a .map extension, which is always at 8K
  11. (8192 bytes). This .map file contains information on the location and type of
  12. all the map tiles in your mission. The other file is the .ini file, and is
  13. probably much more important. It saves everything else you put on your map,
  14. such as Tiberium, structures, infantry, units, trees, concrete walls, etc.
  15. The .ini file can be edited through a text editor, such as MS-DOS Edit or
  16. Notepad. By adding new sections to the .ini file, your mission can become
  17. more advanced. The computer opponent(s) can create teams of units to attack
  18. you at time intervals, or drop a load of engineers on a Chinook every once
  19. in a while. Maybe they will fire an Ion Cannon at you once you attack their
  20. base, or maybe launch a nuke at you when you attack their Temple of Nod.
  21. That all sounds pretty cool, huh? Well there's more. You can change the
  22. environment your mission is in, the size of the map you play on, the video
  23. and text briefings you get, and many other things. All of this is done by
  24. editing the .ini file. In this chapter, I'll show you how to do just that,
  25. and give you some examples of other things. Another thing: there is one
  26. drawback to the .ini file. If it exceeds 16 or 17K, you'll start to miss
  27. some things from your mission. Maybe some triggers will disappear, then some
  28. Tiberium, then some units, then...
  29. I am now going to start. Each of the following chapters is a part of the .ini
  30. file, and the heading of each .ini file part is the chapter name. In each, I
  31. will give an example of what it might look like in your .ini file. In some,
  32. I will also give a syntax, the order the variables for the example.
  33. ******************************
  34. ALSO, IF YOU HAVE ANY QUESTIONS ABOUT ANYTHING HERE, OR ANYTHING NOT
  35. LISTED HERE, DO NOT EMAIL ME. INSTEAD, ASK THEM AT OUR WEB BOARD AT
  36. http://www.io.org/~isarog/c-c/php.cgi/~isarog/c-c/wwwboard/wwwboard2.html
  37. ******************************
  38. Table of Contents
  39. 1. BASIC
  40. 2. MAP
  41. 3. WAYPOINTS
  42. 4. [GOODGUY], [BADGUY], [NEUTRAL], [SPECIAL], [MULTI1 - MULTI6]
  43. 5. TERRAIN
  44. 6. OVERLAY
  45. 7. SMUDGE
  46. 8. UNITS
  47. 9. INFANTRY
  48. 10. STRUCTURES
  49. 11. BASE
  50. 12. CELLTRIGGERS
  51. 13. TRIGGERS
  52. 14. TEAMTYPES
  53. 15. BRIEFING
  54. 16. You're done!
  55. ******************************
  56. 1. BASIC
  57. The BASIC section is the first part of the .ini file. This tells of the
  58. videos played before and after the mission, what side the player is, the
  59. name of the mission, and some things which are unknown.
  60. Example:
  61. [BASIC]
  62. CarryOverCap=-1 1
  63. CarryOverMoney=35 2
  64. Intro=X 3
  65. BuildLevel=13 4
  66. Theme=No Theme 5
  67. Percent=30 6
  68. Player=BadGuy 7
  69. Action=X 8
  70. Lose=X 9
  71. Win=X 10
  72. Brief=X 11
  73. Name=Terrorists in the Village 12
  74. Definition:
  75. 1. CarryOverCap: Unknown.
  76. 2. CarryOverMoney: The amount of credits carried over from the previous
  77. mission divided by 100. So 35 equals 3500 credits. However, I have found
  78. this not to be the case.. I think it is the percent of credits carried
  79. over from the previous mission.
  80. 3. Intro: The introductory video played before the mission starts. See the
  81. ccmovies.txt file for valid entries. Put an 'x' for no video.
  82. 4. BuildLevel: Changing this number does not really affect what you can build
  83. in the game. The maximum value for this number is 99. A good way to be
  84. able to build most things is replace a mission far in the game with your
  85. mission.
  86. 5. Theme: What song is playing when the mission starts. Many to choose from.
  87. See the ccsongs.txt file for valid entries.
  88. 6. Percent: Unknown.
  89. 7. Player: This is the side you will play as in your mission:
  90. GoodGuy=GDI
  91. BadGuy=Nod
  92. Neutral=Civilians
  93. Special=GDI and Nod stuff can be built by this team
  94. Multi1-Multi6=Individual teams, multiplayer teams
  95. 8. Action: A video played before the mission, but after the one in Intro.
  96. See the ccmovies.txt file for valid entries. Put an 'x' for no video.
  97. 9. Lose: The video played if you lose the mission. See the ccmovies.txt file
  98. for valid entries. Put an 'x' for no video.
  99. 10. Win: The video played if you win the mission. See the ccmovies.txt file
  100. for valid entries. Put an 'x' for no video.
  101. 11. Brief: The briefing video... Many too choose from. See the ccmovies.txt
  102. file for valid entries. Put an 'x' for no video.
  103. 12. Name: This is for Covert Operations owners only. It will show up as this
  104. name and it will show up in the `New Missions' list. Command & Conquer
  105. owners without Covert Ops can put a name here also to specify the name
  106. of their mission.
  107. ******************************
  108. 2. MAP
  109. The MAP section of the .ini file tells of how big the map is going to be,
  110. and the environment you will be in.
  111. Example:
  112. [MAP]
  113. Height=35 1
  114. Width=30 2
  115. X=1 3
  116. Y=1 4
  117. Theater=Winter 5
  118. Definition:
  119. 1. Height: Change this number to change the height of the map in your
  120. mission. 64 is the maximum, but never go above 62. If you exceed 62,
  121. Antanovs and A-10s will be stuck at the border of the map when they fly
  122. in from the sides / top and bottom. Also, if you exceed 63, CCMap will
  123. lock up.
  124. 2. Width: Change this number to change the width of the map in your mission.
  125. 64 is the maximum, but never go above 62. If you exceed 62, Antanovs and
  126. A10s will be stuck at the border of the map when they fly in from the
  127. sides / top and bottom. Also, if you exceed 63, CCMap will lock up.
  128. 3. X: The horizontal position of the top-left corner of the map. Values
  129. range from 0 - 2. A value other than 1 lets you view the extra 1 cell
  130. border on a 62x62 map.
  131. 4. Y: The vertical position of the top-left corner of the map. Values range
  132. from 0 - 2. A value other than 1 lets you view the extra 1 cell border
  133. on a 62x62 cell map.
  134. 5. Theater: The mission environment. Choose from Desert, Temperate, or
  135. Winter.
  136. Note: It is best to change the Height and the Width values of your mission
  137. before you actually create the mission with CCMap. This will adjust the size
  138. map you are creating. It is also a good idea to change the Theater value
  139. before you make your map. Changing theater values in the middle, or after
  140. you create your mission, can mess up the map.
  141. ******************************
  142. 3. WAYPOINTS
  143. Waypoints are used in the TeamType section. All waypoints are actually cell
  144. numbers, but instead of using the actual cell number, C&C will look up the
  145. cell number in the appropriate waypoint. There are a total of 32 waypoints,
  146. from 0 through 31, which you can define as you wish (as cell numbers). Most
  147. missions have at least 27 waypoints. But three waypoints serve a specific
  148. purpose:
  149. - Waypoint 25: The yellow flare is always lit at this waypoint if
  150. designated.
  151. - Waypoint 26: The cell at the top left corner of the screen when the
  152. mission starts. This is so you don't end up with a black screen at the
  153. start of the mission, and have to go searching around a dark map until
  154. you find one of your units.
  155. - Waypoint 27: This waypoint is the default drop cell for Chinooks and APCs
  156. if no 'Unload' command is specified.
  157. If a waypoint has a value of '-1' it is unused.
  158. Syntax: Waypoint=Cell number it represents
  159. Example:
  160. 10=1377
  161. ^^ ^^
  162. 1 2
  163. Definition:
  164. 1. 10: The waypoint # 10.
  165. 2. 1377: The cell number waypoint 10 represents.
  166. ******************************
  167. 4. [GOODGUY], [BADGUY], [NEUTRAL], [SPECIAL], [MULTI1 - MULTI6]
  168. The sections GOODGUY, BADGUY, NEUTRAL, SPECIAL, MULTI1 - MULTI6 are very
  169. important. Each of these sections tells of each side, including their allies,
  170. starting credits, what edge of the map reinforcements come from, and some
  171. unknown things.
  172. Example:
  173. [BadGuy]
  174. Flaghome=0 1
  175. FlagLocation=0 2
  176. MaxBuilding=70 3
  177. MaxUnit=150 4
  178. Allies=BadGuy, Special 5
  179. Edge=East 6
  180. Credits=70 7
  181. Definition:
  182. 1. Flaghome: Unknown.
  183. 2. FlagLocation: Unknown.
  184. 3. MaxBuilding: Unknown.
  185. 4. MaxUnit: Unknown.
  186. 5. Allies: This tells who your allies are. They won't attack you in your
  187. mission. You can have multiple entries here.
  188. 6. Edge: Reinforcements by APC, and Chinook come from this side of the map.
  189. Hovercraft always come from the south.
  190. 7. Credits: This number is the number of credits this side starts with,
  191. divided by 100. So the 70 equals 7000 credits.
  192. ******************************
  193. 5. TERRAIN
  194. The TERRAIN section has the type and location of all the terrain tiles in
  195. your map. CCMap will handle all this for you. It is to complicated to put
  196. in these entries manually, and too complicated to explain.
  197. ******************************
  198. 6. OVERLAY
  199. This OVERLAY section has the type and location of all the overlay tiles in
  200. your map. They include Tiberium, crates, sandbag walls, chainlink fences,
  201. concrete walls, wooden fences, and barbed wire.
  202. Syntax: Cell number=Overlay
  203. Example:
  204. 541=TI12
  205. ^ ^^
  206. 1 2
  207. Definition:
  208. 1. 541: The cell number this overlay tile is located in.
  209. 2. TI12: Tiberium with a density rating of 12.
  210. Other overlay entries go like this:
  211. WCRATE: Wooden crate containing 2000 Tiberium credits.
  212. SCRATE: A steel crate containing one of the three parts to the nuke.
  213. TI1: Tiberium with a density rating of 1.
  214. TI2: Tiberium with a density rating of 2.
  215. TI3: Tiberium with a density rating of 3.
  216. TI4: Tiberium with a density rating of 4.
  217. TI5: Tiberium with a density rating of 5.
  218. TI6: Tiberium with a density rating of 6.
  219. TI7: Tiberium with a density rating of 7.
  220. TI8: Tiberium with a density rating of 8.
  221. TI9: Tiberium with a density rating of 9.
  222. TI10: Tiberium with a density rating of 10.
  223. TI11: Tiberium with a density rating of 11.
  224. TI12: Tiberium with a density rating of 12.
  225. BRIK: Concrete wall.
  226. SBAG: Sandbag wall.
  227. CYCL: Chainlink fence.
  228. BARB: Barbed wire.
  229. WOOD: Wooden fence.
  230. ******************************
  231. 7. SMUDGE
  232. Entries in SMUDGE are bomb craters (like the ones Adv. Guard Tower missiles
  233. leave in the ground after they fire) and scorch marks (like the ones on the
  234. ground after a nuke has hit, or when a flame tank scorches the ground).
  235. These craters and scorch marks do not show up in CCMap, but will appear in
  236. the mission. You will have to add these manually.
  237. Syntax: Cell number=Smudge mark.
  238. Example:
  239. 964=SC4
  240. ^ ^
  241. 1 2
  242. Definition:
  243. 1. 964: The cell number this smudge is in.
  244. 2. SC4: The type of smudge mark. SC1 through SC6 are scorch-marks, and CR1
  245. through CR6 are bomb craters.
  246. ******************************
  247. 8. UNITS
  248. The UNITS section has the entries for all of the units which are on the map
  249. when the mission starts.
  250. Syntax: Number on list=Owner,Type of Unit,Health,Cell number,Direction,
  251. Action,Associated Trigger.
  252. Example:
  253. 006=GoodGuy,HTNK,256,512,96,Area Guard,att1
  254. ^ ^^^^^ ^^ ^ ^ ^^ ^^^^^^ ^^
  255. 1 2 3 4 5 6 7 8
  256. Definition:
  257. 1. 006: The number on the list of units in the units section.
  258. 2. GoodGuy: Owner of the unit. Possible teams are:
  259. GoodGuy=GDI
  260. BadGuy=Nod
  261. Neutral=Civilians
  262. Special=GDI and Nod stuff can be built by this team
  263. Multi1-Multi6=Individual teams, multiplayer teams
  264. 3. HTNK: What type of unit it is: a Heavy Tank (Mammoth Tank). Choose from:
  265. VICE: Viceroid
  266. FTNK: Flame Tank
  267. STNK: Stealth Tank
  268. LTNK: Light Tank
  269. MTNK: Medium Tank
  270. HTNK: Heavy Tank (Mammoth Tank)
  271. MHQ: Mobile Headquarters
  272. LST: Hovercraft
  273. MRLS: Honest John Rocket Launcher
  274. ARTY: Mobile Artillery
  275. HARV: Harvester
  276. MCV: Mobile Construction Vehicle
  277. JEEP: Humm-Vee
  278. BGGY: Nod Buggy
  279. BIKE: Recon Bike
  280. MSAM: Mobile Rocket Launcher
  281. APC: Assault Personnel Carrier (APC)
  282. BOAT: Gunboat
  283. TRIC: Triceratops
  284. TREX: Tyrannosaurus Rex
  285. RAPT: Velociraptor
  286. STEG: Stegosaurus
  287. 4. 256: Health of the unit.
  288. 256=Maximum health.
  289. 1=Basicially dead.
  290. 5. 512: Cell number the unit is located at.
  291. 6. 96: Direction the unit is facing. Choose from:
  292. 0=North
  293. 32=North-East
  294. 64=East
  295. 96=South-East
  296. 128=South
  297. 160=South-West
  298. 192=West
  299. 224=North-West
  300. 7. Area Guard: Action he undertakes during the mission. Choose from:
  301. Area Guard : Guard an area of a few cells around the infantry / unit.
  302. Attack Base : Attack the enemy base (give Engineers this command to
  303. take over buildings).
  304. Attack Civil. : Attack all civilians.
  305. Attack Tarcom : Unknown.
  306. Attack Units : Attack the enemy units and infantry.
  307. Defend Base : Unit / Infantry will defend it's base from enemy attacks.
  308. Guard : Unit will only guard a one cell radius, and will only attack
  309. units which attack it.
  310. Harvest : Gather Tiberium... Harvesters only.
  311. Hunt : Will seek out enemies as long as he is alive.
  312. None : No action undertaken by the unit / infantry.
  313. Rampage : Like Attack Units, but the unit will attack targets more
  314. wisely.
  315. Retreat : Unknown. Maybe it has something to do with when the units
  316. are attacked, they will retreat to a waypoint?
  317. Return : Unknown. Maybe the same action as retreat?
  318. Sticky : The unit will stay in it's starting cell, regardless of
  319. anything.
  320. 8. Att1: The trigger associated with the unit. Put 'None' for no trigger to
  321. be associated.
  322. ******************************
  323. 9. INFANTRY
  324. The INFANTRY section has the entries for all the infantry on the map when
  325. the mission starts.
  326. Syntax: Number on list=Owner,Type of Infantry,Health,Cell number,
  327. Sub-Cell number,Action,Direction,Associated Trigger.
  328. Example:
  329. 011=GoodGuy,RMBO,256,950,3,Hunt,64,die7
  330. ^ ^^^^^ ^^ ^ ^ ^ ^^ ^^ ^^
  331. 1 2 3 4 5 6 7 8 9
  332. Definition:
  333. 1. 011: Number on the list.
  334. 2. GoodGuy: Owner of the infantry. Possible teams are:
  335. GoodGuy=GDI
  336. BadGuy=Nod
  337. Neutral=Civilians
  338. Special=GDI and Nod stuff can be built by this team
  339. Multi1-Multi6=Individual teams, multiplayer teams
  340. 3. RMBO: Type of infantry. Choose from:
  341. RMBO: Commando
  342. DELPHI: Agent Delphi
  343. C1-C10: Civilians
  344. E1: Minigunner
  345. E2: Grenadier
  346. E3: Bazooka Troop
  347. E4: Flame-thrower Troop
  348. E5: Chemical Warrior
  349. E6: Engineer
  350. 4. 256: Health of the infantry.
  351. 256=Maximum health.
  352. 1=Basicially dead.
  353. 5. 950: The cell number the infantry is located at.
  354. 6. 3: The sub-cell number the infantry is in. 5 infantry can be in one cell,
  355. thus sub-cell number values of 0 - 4.
  356. 7. Hunt: Action he undertakes during the mission.
  357. Area Guard : Guard an area of a few cells around the infantry / unit.
  358. Attack Base : Attack the enemy base (give Engineers this command to
  359. take over buildings).
  360. Attack Civil. : Attack all civilians.
  361. Attack Tarcom : Unknown.
  362. Attack Units : Attack the enemy units and infantry.
  363. Defend Base : Unit / Infantry will defend it's base from enemy attacks.
  364. Guard : Unit will only guard a one cell radius, and will only attack
  365. units which attack it.
  366. Harvest : Gather Tiberium... Harvesters only.
  367. Hunt : Will seek out enemies as long as he is alive.
  368. None : No action undertaken by the unit / infantry.
  369. Rampage : Like Attack Units, but the unit will attack targets more
  370. wisely.
  371. Retreat : Unknown. Maybe it has something to do with when the units
  372. are attacked, they will retreat to a waypoint?
  373. Return : Unknown. Maybe the same action as retreat?
  374. Sticky : The unit will stay in it's starting cell, regardless of
  375. anything.
  376. 8. 64: Direction which the infantry is facing.
  377. 0=North
  378. 64=East
  379. 128=South
  380. 192=West
  381. 9. die7: The trigger associated with the infantry. Put `None' for no trigger
  382. to be associated.
  383. ******************************
  384. 10. STRUCTURES
  385. The STRUCTURES section of the .ini file has the data for all the structures,
  386. or buildings, in the mission.
  387. Syntax: Number on list=Owner,Structure type,Health,Cell number,Direction,
  388. Associated Trigger.
  389. Example:
  390. 021=BadGuy,AFLD,256,1668,0,Atk1
  391. ^ ^^^^ ^^ ^ ^^ ^ ^^
  392. 1 2 3 4 5 6 7
  393. Definition:
  394. 1. 021: It's number on the list of structures in the structure section.
  395. 2. BadGuy: The owner of the structure. Possible teams are:
  396. GoodGuy=GDI
  397. BadGuy=Nod
  398. Neutral=Civilians
  399. Special=GDI and Nod stuff can be built by this team
  400. Multi1-Multi6=Individual teams, multiplayer teams
  401. 3. AFLD: The type of structure: an Airfield. Choose from:
  402. TMPL: Temple of Nod
  403. EYE: Advanced Communications Center
  404. WEAP: Weapons Factory
  405. GTWR: Guard Tower
  406. ATWR: Advanced Guard Tower
  407. OBLI: Obelisk of Light
  408. GUN: Gun Turret
  409. FACT: Construction Yard
  410. PROC: Tiberium Refinery
  411. SILO: Tiberium Silo
  412. HPAD: Helipad (Nod Apaches and GDI Orca pads)
  413. HQ: Communications Center
  414. SAM: Sam Site
  415. AFLD: Airstrip
  416. NUKE: Power Plant
  417. NUK2: Advanced Power Plant
  418. HOSP: Hospital
  419. BIO: Biotech Lab
  420. PYLE: Barracks
  421. HNOD: Hand of Nod
  422. ARCO: Civilian Water Pump
  423. FIX: Repair Bay
  424. MISS: Technology Center / Prison
  425. V01 - V37: Civilian Buildings
  426. 4. 256: The health of the structure.
  427. 256=Full Health
  428. 1=Basicially Dead.
  429. 5. 1668: The cell number the structure is in.
  430. 6. 0: The direction the structure is facing. For structures, this is only
  431. useful with Nod Gun Turrets. Here are possible values:
  432. 0=North
  433. 32=North-East
  434. 64=East
  435. 96=South-East
  436. 128=South
  437. 160=South-West
  438. 192=West
  439. 224=North-West
  440. 7. Atk1: A trigger associated with the structure. Put 'None' for no trigger
  441. to be associated with the structure.
  442. ******************************
  443. 11. BASE
  444. The BASE section defines which structures the computer is to rebuild. This
  445. section of the .ini file is not done by CCMap, but by a utility called
  446. BaseIt. It is included with CCTools, but can be downloaded off the Internet
  447. as a single, separate utility.
  448. Syntax: Number on list=What to Rebuild,Number
  449. Example:
  450. 013=GUN,956312320
  451. ^ ^ ^^^^^
  452. 1 2 3
  453. Definition:
  454. 1. 13: Number on the list.
  455. 2. GUN: Type of structure to rebuild.
  456. 3. 956312320: A strange number which defines where to rebuild the structure.
  457. ******************************
  458. 12. CELLTRIGGERS
  459. CELLTRIGGERS are very unique. When you cross a certain cell, the associated
  460. trigger is activated. With this, you can have reinforcements arrive when you
  461. cross bridges, a nuke hit your base when you enter their base, and many other
  462. things.
  463. Syntax: Cell number=Associated Trigger
  464. Example:
  465. 2054=drop
  466. ^^ ^^
  467. 1 2
  468. Definition:
  469. 1. 2054: The cell which must be crossed for the associated trigger to
  470. activate.
  471. 2. drop: The associated trigger. This is actually a shortcut to any of the
  472. triggers in the trigger section.
  473. ******************************
  474. 13. TRIGGERS
  475. The TRIGGERS section is the part of the .ini file which is probably the most
  476. important. This tells when reinforcements to arrive, what the mission
  477. objectives are, etc. It basically tells what happens when. Some triggers may
  478. be associated with buildings, units, and infantry, but other triggers can
  479. activate upon a certain amount of time passing, if something is built, if
  480. something is attacked or destroyed, or many other things. Some trigger
  481. entries may be associated to TeamType entries.
  482. Syntax: Trigger Name=Why Activated,What Happens,Counter,Who Activates
  483. Trigger,Associated TeamType Entry,Loop
  484. Example:
  485. SPY=Discovered,Ion Cannon,0,BadGuy,dstry,0
  486. ^ ^^^^^^ ^^^^^^^^ ^ ^^ ^^^ ^
  487. 1 2 3 4 5 6 7
  488. Definition:
  489. 1. SPY: The name of the trigger. These can be anything you want...
  490. 2. Discovered: This is why the trigger was activated. For example, this
  491. trigger would be activated if a unit associated with trigger SPY was
  492. discovered by the player. Others entries are:
  493. # Bldgs Dstr. : Trigger activates when the number of buildings in the
  494. counter section are destroyed for the associated side.
  495. # Units Dstr. : Trigger activates when the number of units in the
  496. counter section are destroyed for the associated side.
  497. All Destr. : Trigger activates when everything of the associated side
  498. is destroyed.
  499. Any : Used in association with the Cap=Win/Des=Lose variable.
  500. Attacked : Trigger activates if the associated infantry / structure /
  501. unit is attacked.
  502. Bldgs Destr. : Trigger activates when all buildings of the associated
  503. side have been destroyed.
  504. Built It : Trigger is activated when the specified structure is built.
  505. See the builtit.txt file on how to use this trigger.
  506. Civ. Evac. : Trigger activates when all civilians are evacuated.
  507. Credits : Trigger activates when the number of credits have been
  508. reached in the counter section (credits / 10).
  509. Destroyed : Trigger activates if the associated infantry / structure /
  510. unit has been destroyed.
  511. Discovered: Trigger activates if the associated infantry / structure /
  512. unit has been discovered.
  513. House Discovered : Trigger activates if the associated house (side)
  514. has been seen by the player.
  515. No Factories : Trigger activates if all unit / infantry producing
  516. buildings have been destroyed (Nod: Hand of Nod & Airstrip; GDI:
  517. Barracks & Weapons Factory) for the associated side.
  518. None : Nothing activates the trigger.
  519. Player Enters : Trigger activates when the player enters the cell
  520. associated in the CellTriggers section.
  521. Time : Trigger activates when a certain amount of time units has
  522. passed.
  523. Units Destr. : Trigger activates when all units of the associated
  524. side have been destroyed.
  525. 3. Ion Cannon: This is what happened when the trigger is activated. Other
  526. entries are:
  527. Airsrike : A-10 Airstrike occurs.
  528. All to Hunt : When the Trigger is activated, the associated side's
  529. units & infantry go hunting for you.
  530. Allow Win : Even if the Win trigger has been activated, you can not
  531. complete the mission until the Allow Win trigger has been activated.
  532. Autocreate : When the Trigger is activated, the computer player
  533. randomly creates a team from the TeamType section.
  534. Cap=Win/Des=Lose : When the buildings is captured, the mission is won.
  535. If destroyed, you lose the mission.
  536. Create Team : Create the associated TeamType entry (used only with the
  537. 1,0,0,1,0,15,1,0,0, combo).
  538. Dstry Teams : Unknown. But in one .ini file for C&C, I did see a
  539. Teams entry, but no teams were listed.
  540. Dstry Trig 'XXXX' : Destroys the trigger called XXXX.
  541. Dstry Trig 'YYYY' : Destroys the trigger called YYYY.
  542. Dstry Trig 'ZZZZ' : Destroys the trigger called ZZZZ.
  543. DZ at 'Z' : This lights up the yellow flare at Waypoint 25.
  544. Ion Cannon : Ion Cannon is fired.
  545. Lose : You lose the mission when the trigger is activated.
  546. None : Nothing is activated.
  547. Nuclear Missile : Nuclear Missile is fired.
  548. Production : Reproduce destroyed buildings with using BaseIt, enables
  549. the associated side to create teams.
  550. Reinforce. : Reinforcements via A10s, APC, Chinook, Hovercraft, or
  551. rolling off the side of the screen.
  552. Win : You win the mission when the trigger is activated.
  553. 4. 0: This is a counter. Depending on your trigger action (entry 2,
  554. Discovered) it can count credits, time, number of buildings destroyed,
  555. and represent what structure is used with the Build It trigger.
  556. 5. BadGuy: Who activates the trigger.
  557. 6. dstry: TeamType entry associated with the trigger. Put 'None' for no
  558. association.
  559. 7. 0: How many times the trigger is activated.
  560. 0=Once.
  561. 1 or 2=Trigger repeats once entry 4 (the counter) is reached again.
  562. ******************************
  563. 14. TEAMTYPES
  564. TEAMTYPE entries are hard to understand... they are the entries which were
  565. associated at the end of the Trigger entries. They tell specifically what the
  566. Chinooks drop off, when the Chinooks come in, when APCs drop off, when APCs
  567. come in, when the computer opponent creates teams of units, when A-10
  568. Airstrikes arrive, and when reinforcements come in off the side of the
  569. screen.
  570. Syntax: TeamType Name=Team Owner,Number Combo,Number of Units,Units and
  571. Quantity,Number of Actions,Actions.
  572. Example:
  573. atck=GoodGuy,1,0,0,1,0,15,1,0,0,2,MTNK:2,RMBO:1,2,Move:5,Attack Base:80,0,0
  574. ^^ ^^^ ^^^^^^^^^^^^^^^^^^ ^ ^^^^^^^^^^^ ^ ^^^^^^^^^^^^^^^^^^^
  575. 1 2 3 4 5 6 7
  576. Definition:
  577. 1. atck: The TeamType name, as associated to the trigger entries.
  578. 2. GoodGuy: The 'owner' of the team. Again, possible values are:
  579. GoodGuy=GDI
  580. BadGuy=Nod
  581. Neutral=Civilians
  582. Special=GDI and Nod stuff can be built by this team
  583. Multi1-Multi6=Individual teams, multiplayer teams
  584. 3. 1,0,0,1,0,15,1,0,0,: The number combo. This defines what will happen in
  585. this TeamType entry. Use the following templates:
  586. 1,0,0,1,0,15,1,0,0, or 0,0,0,0,0,15,0,0,0,: Create a team of units.
  587. 0,0,0,0,0,7,0,0,0,: Reinforce by hovercraft, APC, Chinook, or by
  588. rolling off the side of the screen.
  589. 1,0,0,0,0,7,0,0,0,: Reinforce by A10 Airstrike, or by reinforcements
  590. rolling off the side of the screen. See the text file on how to do
  591. that.
  592. 4. 2: Number of units / infantry types in the team (not the total quantity).
  593. 5. MTNK:2,RMBO:1,: The units / infantry in the team and their quantity. We
  594. know what the MTNK, and RMBO stand for (if you don't, see sections UNITS
  595. and INFANTRY). Notice that each one is followed by a colon, then a
  596. number. The number after the colon is the quantity of the preceding
  597. unit / infantry in the TeamType. So this entry creates 2 Medium tanks and
  598. 1 Commando.
  599. 6. 2: Number of actions which they will under take. Here they move to
  600. waypoint 5 then attack your base for 80 time units. The last action
  601. entry should end with ,0,0. Other actions are:
  602. Move : The units / infantry go to the designated waypoint. The
  603. waypoint is the number after the colon.
  604. Loop : Used at the end of all the actions. It will make the actions
  605. loop over and over. Use a 1 after the colon.
  606. Unload : For Chinooks, APCs, and Hovercraft, this command will have
  607. them unload their cargo at the waypoint they are at. First give them
  608. a move command to a specific waypoint, then an unload command with
  609. the waypoint (i.e. Move:7,Unload:7)
  610. Attack Units : Attacks enemy units. The number after the colon is for
  611. how long the units are to attack.
  612. Attack Base : Attacks enemy base (use this command for engineers
  613. unloading off of Chinooks, APCs of Hovercraft to have them attempt
  614. to capture buildings. Commandos do not use their C4 when given this
  615. command). The number after the colon is for how long the units are
  616. to attack.
  617. ******************************
  618. 15. BRIEFING
  619. The BRIEFING section is for Covert Operations only. This is the text briefing
  620. given every time you choose a new mission from the New Missions menu, and
  621. the same text given when you Restate your mission objectives.
  622. Every mission briefing may contain 304 characters. You may split the 304
  623. characters into 4 lines (76 per line), or have many more lines, but with
  624. less characters per line.
  625. Here is an example of a BRIEFING section:
  626. [BRIEFING]
  627. 1=This is an example mission briefing for this document.
  628. 2=Don't put this briefing in your real mission or you're stupid.
  629. 3=If you do, consult your psychiatrist immediately: you are insane.
  630. 4=But don't worry, he can help you.
  631. For those of you without Covert Ops, below is how you make your mission
  632. briefing. First, remember that set of letters and numbers which are the
  633. prefix to the .ini and .bin files of your mission? For example, say that
  634. mine were SCG12EA. Now, create a new file called MISSION.INI in the
  635. Command & Conquer directory. Edit it through a DOS text editor. I would put
  636. mine to look like this:
  637. [SCG12EA]
  638. 1=This is an example mission briefing for this document.
  639. 2=Don't put this briefing in your real mission or you're stupid.
  640. 3=If you do, consult your psychiatrist immediately: you are insane.
  641. 4=But don't worry, he can help you.
  642. Of course, your mission briefing may look (well, I hope it does) much
  643. different then this one. Most likely the text and the combo of letters and
  644. numbers at the top.
  645. ******************************
  646. 16. You're done!
  647. Hope this gives you a good idea how to edit your .ini file. If you still
  648. don't understand some things (or maybe a lot of things) visit our WebBoard
  649. and ask around. It's at
  650. http://www.io.org/~isarog/c-c/php.cgi/~isarog/c-c/wwwboard/wwwboard2.html.
  651. ===============================================================================
  652. Copyright (C) 1996 Mark Smeltzer aka WarZone
  653. ==============================================================================
  654. Built It Trigger FAQ
  655. [1-1] Reasons why you would want to use it
  656. [1-2] A thorough explaination of how to use it
  657. [1-3] An advertisement of sorts for...The Ultimate C&C Startup Program!
  658. *** Note: This is freeware! ***
  659. ==============================================================================
  660. [1-1] Reasons why you would want to use the "Built It" trigger:
  661. * suppose you want the AI to be able to start production when the "player"
  662. creates a specific building (ex. a comm. centre)
  663. * suppose that when a guard tower (etc.) is built you want a bunch of units
  664. to attack
  665. * suppose you want reinforcements to come when the "player" build an
  666. adavanced comm. center
  667. * suppose computer rebuilds its temple then the "player" gets reinforced
  668. * and there are hundreds more!
  669. ==============================================================================
  670. [1-2] A thorough explaination of the "Built It" trigger:
  671. *** Note: this is the complicated part ***
  672. Here's the format:
  673. aaaa=Built It,bbbb,cccc,dddd,eeee,ffff
  674. ex.= rein=Built It,Reinforce.,0,GoodGuy,rein1,0
  675. aaaa= The name of the trigger (whatever you want here)
  676. bbbb= the action the will occur when the structure is built
  677. cccc= This is a number value that represents the sturcture to be rebuilt
  678. Here are the values:
  679. TMPL = 20
  680. EYE = 21
  681. WEAP = 0
  682. GTWR = 1
  683. ATWR = 2
  684. OBLI = 3
  685. GUN = 5
  686. FACT = 6
  687. PROC = 7
  688. SILO = 8
  689. HPAD = 9
  690. HQ = 4
  691. SAM = 10
  692. AFLD = 11
  693. NUKE = 12
  694. NUK2 = 13
  695. PYLE = 15
  696. HAND = 19
  697. FIX = 17
  698. Sandbag Wall = 60 *
  699. Chainlink Fence = 61 *
  700. Concrete Wall = 62 *
  701. Barbed Wire = 63 *
  702. Wooden Fence = 64 *
  703. * I haven't tested these...but the numbers are right.
  704. dddd= which side builds the sturctures that activates the action
  705. *** this can be the computer ***
  706. Possible Values Are:
  707. GoodGuy BadGuy Special Neutral Muilt1 - Muilt6
  708. eeee= the teamtype to build/reinforce id the action is Reinforce. or
  709. Create Team
  710. ffff= specifies the trigger to loop
  711. 0 = don't loop
  712. < 0 = loop (1 to 9) *
  713. * not sure what the difference in behavior between these numbers's is