From 4817a2ae491dd80095fb1660e583b16681511543 Mon Sep 17 00:00:00 2001 From: Bob Date: Wed, 18 Nov 2009 15:50:01 +1300 Subject: [PATCH] added Griffin's "Mission Creation Guide" --- doc/RACG110.TXT | 5179 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 5179 insertions(+) create mode 100755 doc/RACG110.TXT diff --git a/doc/RACG110.TXT b/doc/RACG110.TXT new file mode 100755 index 0000000000..68256c75aa --- /dev/null +++ b/doc/RACG110.TXT @@ -0,0 +1,5179 @@ + + The Red Alert + Single Player Mission Creation Guide + + Release 1.1 + May 28, 1997 + + Copyright 1997 Andrew Griffin and C. F. Harkins + All Rights Reserved + andrewg@light.iinet.net.au + cfhark@msn.com + + + +DISCLAIMER + The purpose of this guide is to aid the public with the creation of +single player missions for the game Command and Conquer: Red Alert, by +Westwood Studios Inc. + + The authors claim no responsibility regarding any illegal activity +concerning this guide, or indirectly related to this guide. + + Future updates and add-ons may render parts of this guide obsolete. + + +TRADEMARK INFORMATION +Command and Conquer: Red Alert is a trademark of Westwood Studios, Inc., +and is so acknowledged. Any trademarks not directly mentioned are also +acknowledged. + + +COPYRIGHT NOTICE +This article is Copyright 1997 by Andrew Griffin and C.F.Harkins. +All rights reserved. You are granted the following rights: + +I. To make copies of this work in original form, provided: + (a) the copies are exact and complete; + (b) the copies include the copyright notice and these paragraphs in + their entirety; + (c) the copies give obvious credit to the authors, Andrew Griffin + and C.F. Harkins; + (d) the copies are in electronic form. +II. To distribute this work, or copies made under the provisions above, + provided: + (a) this is the original work and not a derivative form; + (b) you do not charge a fee for copying or for distribution; + (c) you ensure that the distributed form includes the copyright + notice, this paragraph, the disclaimer of warranty in + their entirety and credit to the authors; + (d) the distributed form is not in an electronic magazine or + within computer software (prior explicit permission may be + obtained from Andrew Griffin or C.F. Harkins); + (e) the distributed form is the newest version of the article to + the best of the knowledge of the distributor; + (f) the distributed form is electronic. + + This document is for reading, not taking. You may not distribute this +work by any non-electronic media, including but not limited to books, +newsletters, magazines, manuals, catalogues, and speech. You may not +distribute this work in electronic magazines or within computer software +without prior written explicit permission. These rights are temporary +and revocable upon written, oral, or other notice by Andrew Griffin or +C.F. Harkins. + + To report a suspected copyright violation, or to request additional +rights beyond those granted above, write to the either of the authors at +"andrewg@light.iinet.net.au" or "cfhark@msn.com" on the Internet. + + + +Table of Contents + +CHAPTER [1] Introduction + [1-1] Foreword and Introduction + [1-2] What this guide is NOT + [1-3] Getting the guide + [1-3-1] Usenet + [1-3-2] WWW + [1-3-3] BBS + [1-4] Contributing to the guide + [1-5] Acknowledgements + [1-6] Accuracy of Information + + +-SECTION ONE- GENERAL OVERVIEW + +CHAPTER [2] Notes Before You Start + [2-1] Negative numbers - what's the deal? + [2-2] Determining where things go + [2-3] .ini and .mpr files + [2-4] A warning about Red Alert's parser + [2-5] Placing walls around the map + [2-5-1] Fences1.mpr file + +CHAPTER [3] Glossary + [3-1] Terms used in this document + + +-SECTION TWO- SPECIFIC INFORMATION + +CHAPTER [4] Mission File Components + [4-1] [Basic] Section + [4-2] [Map] Section + [4-3] Country Specific Information + [4-4] [STRUCTURES] Section + [4-5] [SHIPS] Section + [4-6] [INFANTRY] Section + [4-7] [UNITS] Section + [4-8] [TERRAIN] Section + [4-9] [SMUDGE] Section + [4-10] [Base] Section + [4-11] [Waypoints] Section + [4-12] [CellTriggers] Section + [4-13] [Trigs] Section + [4-13-1] Trigger Information + [4-13-2] Available Trigger Events + [4-13-3] Available Trigger Actions + [4-14] [TeamTypes] Section + [4-14-1] Available TeamType Actions + [4-15] [MapPack] Section + [4-16] [OverlayPack] Section + [4-17] [Digest] Section + [4-18] [Briefing] Section + [4-19] [Overlay] Section + +CHAPTER [5] Tables + [5-1] Available Red Alert Movies + [5-2] Available Red Alert Songs + [5-3] Available Red Alert Speeches + [5-4] Available Red Alert Sound Effects + [5-5] Available Red Alert Countries + [5-6] Available Red Alert Buildings + [5-7] Available Red Alert Infantry Units + [5-8] Available Red Alert Vehicles + [5-9] Available Red Alert Aircraft + [5-10] Available Red Alert Ships + [5-11] Available Unit Formations + [5-12] Available Red Alert Special Weapons + [5-13] Available Initial Unit Commands + [5-14] Available Terrain Types + [5-15] Available Smudge Types + [5-16] Available Target Types + +CHAPTER [6] Miscellaneous + [6-1] Tutorial.ini + [6-2] Mission.ini + [6-3] Red Alert Mission Tree + [6-3-1] Allied Missions + [6-3-2] Soviet Missions + [6-3-3] Ant Missions + + +-SECTION THREE- THEORY + +CHAPTER [7] From The Lectern + [7-1] Contributing to the Lectern + [7-2] How to get units appearing out of buildings + [7-3] Changing Red Alert Values + [7-4] How to control where reinforcements come from + [7-5] How to get units to enter buildings + [7-6] Discussion on IQ Levels + [7-7] On the use of Badger Bombers + [7-8] The Global Mission Timer + [7-9] What is the Zone of a cell? + [7-10] Explaining Global Variables + [7-11] When a Building Must Be Captured, Not Destroyed + [7-12] Using your own names + [7-13] Blowing up bridges + [7-14] Advanced Editing: Just how extensible is Red Alert? + [7-15] Remote detonation - the cell of death + [7-16] Getting units to destroy bridges via teamtypes + + +-SECTION FOUR- APPENDICES + +CHAPTER [8] Items To Fill + +CHAPTER [9] Internet Resources + [9-1] Third Party Programs + [9-2] WWW Pages + +CHAPTER [10] Revision History + +End Contents + + + + +------------------------- +CHAPTER [1] Introduction +------------------------- + +[1-1] Foreword and Introduction +================================ + This document represents a significant investment of time by the two + authors, the purpose of which is to see the creation of new single player + missions for the game Red Alert. Just as there were hundreds of single + player missions created for the original Command and Conquer, we hope + that the same will be true for Red Alert. + + It is a sad fact that this guide has to be created by someone other + than the company that created Red Alert, but for whatever reasons they + had, Westwood Studios decided to supply a terrain editor that could + create new multiplayer missions, but could not create new single player + missions. In order to create a new single player mission, you will use + the terrain editor to create the map, but will also be using a text + editor to do everything else. + That being said, my co-author has this to say (which I agree with, a + least to a limited extent): + I don't have a quarrel with Westwood's policy here. Their bread and + butter is making and selling maps and scenarios. After the host of bad + C&C missions that were made by independents, they should naturally be + cautious about giving the means to make RA scenarios to all and every. + Gresham's Law applies here. They did give us the Rules.ini file, + and they didn't have to do that. + + There you have what are essentially the two sides to the story: if + Westwood released their information, then the good mission makers would + be able to create better missions. The flipside to this is that there + would be a lot more poor missions, making it that much harder to sift + through the dross. + + The more discerning reader will notice that there are gaps in our + knowledge throughout some sections in this guide. We have made a + significant effort to work out these sections, but there is only so much + that two brains can accomplish in a finite amount of time. If you work + out what one of the missing sections pertains to, or have further + information on something that we have already commented on, then please + get in contact so that we can make this document as accurate as + possible. If you do make a submission, we ask that you test it + thoroughly. + + Making single player missions for Red Alert is not easy, even if you + have some previous experience with creating new missions for Command and + Conquer. This is mainly through the increased complexity of the + triggers that you now have access to, which enable some quite + intricate activities. Yes, you can create a mission using just the + simplistic forms of triggers, but it is the opinion of this author that + this is akin to buying a car to drive up and down the driveway. + However, we do recommend that you start off by learning the basics. + Start with a blank map and just experiment until you begin to get the + feel of the way the Red Alert triggers operate. + + We wish you the very best in your efforts. + + And, yes, we know the title is a bit of a mouthful, but what else + could this be called? And I also know that my typing style tends to the + verbose, but in this case I do not see that as a problem. An effort has + been made to keep all lines to 74 characters or less, but in the case + where I have included sections from an external file, this may not be + possible. + + +[1-2] What this guide is NOT +============================= + This guide is not meant to tell you what makes a good mission; that + changes from person to person. If I start to preach about what I + feel makes a good mission, I trust you to forgive my lapse. + + This guide is also not meant to make everyone into a mission making + guru. If you were good at creating single player missions for Command + and Conquer, then you are already a step ahead, as many of the actions + you must perform are the same. If you have never made a mission before + all I can say is: give it a try, you may be great at it. + + This guide will also not tell you that I think story is the most + important part of any mission. Again, the two authors differ in what we + see making a good mission. To quote cfh: "I'm just a nuts-n-bolts + kill-em-all type. Plot be damned." + + This guide will not become a 'how do I edit the rules.ini file?' + guide. It will address single player mission creation only. + + This guide is not meant to encourage you to email us. My email policy + is based on mass recycling (which means that I delete those emails that + I have no intention of replying to). Do not contact the authors if you + want to ask how to do something with a trigger or teamtype, for you are + likely to end up on the trash heap. + + Just one final note: do NOT send Andrew any of your faulty missions. + He is a grumpy fellow, and will not debug them for you. + + +[1-3] Getting the guide +======================== + This guide will NOT be sent out by the authors via email, so don't + even bother to ask. + +[1-3-1] Usenet +--------------- + A pointer to the Red Alert Single Player Mission Creation Guide will + be posted irregularly on the following newsgroups: + (1) alt.games.command-n-conq + (2) comp.sys.ibm.pc.games.strategic + Just how often this is posted depends mainly upon when new versions + are created, and also how lazy I feel. (I do not get the Red Alert + newsgroups on my news server, so can only post to them if I use + dejanews). + +[1-3-2] WWW +------------ + New releases of this Guide will be found at the following World-wide + Web site: + + http://www.geocities.com/TimesSquare/5458/ + +[1-3-3] BBS +------------ + I am not responsible for uploading new releases of the Red Alert + Single Player Mission Creation Guide to bulletin board systems. I have + control over neither them nor their naming conventions, and can not + guarantee that a given BBS will hold a copy of the creation guide in + their files area. + + ATTENTION: All BBSes, CompuServe, America Online, and all other + information services. PLEASE conform to the naming standard of the Red + Alert Single Player Mission Creation Guide when placing this file on + your system. The file name should be 'racg?.zip' where the '?' is the + revision number of the guide or 'racg?.txt' if the guide is a text file + instead of PKZIPped. + + +[1-4] Contributing to the guide +================================ + If you have something to add to the guide, please send E-mail to + 'andrewg@light.iinet.net.au' or 'cfhark@msn.com' (no quotes), explaining + your addition. It will be reviewed, and if accepted, edited and added + to the next revision of the strategy guide. In the E-mail, please + supply your name (do not rely on us to extract it from the mail + header). Please be as detailed as possible in your submission. + + Please note that all submissions to the guide become property of the + authors (Andrew Griffin and C.F. Harkins) and that they may or may + not be acknowledged. By submitting to the guide, you grant permission + for use of your submission in any future publications of the guide in + any media. The authors reserve the right to omit information from a + submission or delete the submission entirely. + + +[1-5] Acknowledgements +======================= + Many thanks to Roger Wong for allowing me to copy the style of his Red + Alert Internet Strategy Guide. + Much gratitude to Osprey for providing some superb explanations for + part 2 of the [TeamTypes] entry, along with a lot of other information, + including the new fences1.mpr file. + + The following people have provided useful information that has been + incorporated into this guide: + Gavin Pugh, Jaakko Nenonen, Guy Ulmer + + +[1-6] Accuracy of Information +============================== + We have made a significant effort to make sure that the information + contained within this guide is as accurate as possible. However, this + is not always possible when it comes to sections such as the teamtypes + section. + + All information retrieval is subject to personal bias, and it may be + the case that the testbeds that were used in the collection of this + information introduced a bias into what we were seeing. + + + +============================== +-SECTION ONE- GENERAL OVERVIEW +============================== + +----------------------------------- +CHAPTER [2] Notes Before You Start +----------------------------------- + +[2-1] Negative numbers - what's the deal? +========================================== + If you look at the original Red Alert missions, you will notice + almost immediately that the numbers used in this guide for things such + as speech items, sound effect, etc are completely different from those + used in the missions. However, on closer scrutiny, you will see that + this is, in fact, not the case. The numbers used in the original + missions are all negative numbers, those used in this guide are all + positive numbers. + + To convert from the negative numbers in the original missions to the + positive numbers used in this guide, you simply do the following: + if the negative number is in the negative hundreds (ie -200, -100, -57 + etc), then all you have to do is add 256 to that negative number to get + the positive number. In the rare occasions where the negative number is + is the negative 65,000 range, then you add 65536 to get the respective + positive number. + + You may be wondering why we chose to use the positive numbers rather + than the negative numbers. There are two reasons for this. The first + reason is that it is simply more intuitive to use the positive numbers. + The second reason comes from a belief that I have that the use of the + negative numbers in the original mission files comes from a bug in the + Westwood mission creation program. Apparently the parser is competent + enough to deal with this error, which is a possible reason it was never + picked up. Of course, it doesn't matter one way or another, as long as + it works. + + If you really want to use negative numbers, then simply subtract 256 + from the numbers that we have given you. The only place you don't use + negative numbers (another reason I assume the occurance of negative + numbers is a programming bug) is where the second part of a trigger is + used to specify a specific country. In these cases, the Westwood + missions use the positive country numbers. + + +[2-2] Determining where things go +================================== + One of the first things you may notice is that you need to specify + cell values for a wide variety of things, but there really isn't an easy + way to get the required cell values when using the terrain editor. + There are a number of ways in which you can use the terrain editor to + provide cell values, although all but one method are work-arounds. + However, all methods require you to load up a file after you have + finished editing the map. For this reason, if you are using Windows 95, + you have a great advantage, as you can just minimise the terrain editor, + and open the required file. For users that only have MS-DOS installed + on their computers, I am afraid that you will exit the terrain editor + (and hence suffer the long load time when you want to use it again). + + The easiest way to use the terrain editor to determine the numbering + of a specific cell on the map is to use the flags. When you place the + flags, you are actually creating an entry in the [Waypoints] section of + the map file. It is then very easy for you to get these cell values for + use in other regions of the ini file. However, there are unfortunately + only a limited number of flags, meaning that if you use this method that + you will have to repeatedly save the map file to get further cell + values. The color sequence of the flags is the same as the waypoint + number sequence. + + The other method to get cell values is to use something else to + pin-point a cell value. This must be something that appears in a + section like [Terrain], which means trees, or a goldmine. You cannot + use things that appear as an overlay (gold, gems, walls etc), as these + are encoded into the [OverlayPack] section of the ini file. If you + decide to use this method of determining a cell's numbering, you should + do it before you place the rest of the map's terrain features (i.e. finish + the map in so far as you have all the cliffs and rivers and gold that + you want, but don't put in any trees yet). Use your personal preference + as to whether you want to use a single type of tree for this job, or + whether you want to use multiple types (personally, I find it easier to + use a single type, with a goldmine occasionally thrown in to highlight a + particular cell). Then, place these trees (or etc) around the map where + you want to place things like buildings, units, or that you just want to + specify as waypoints. + + Once you have edited your ini file using these cell values to place + your structures and units, you can then edit your .mpr file to get rid + of the now superfluous terrain features. + + This is the most tedious part of the whole process. + + +[2-3] .ini and .mpr files +========================== + When you use the supplied terrain editor to create a map, saving your + map creates a file with an .mpr extension. The name of the + file will correspond to the name you gave the map when it was created, + taking the first seven (at most) letters to create the filename. The + format of a .mpr file is the same as an .ini file, and you should use + this .mpr file as the template of your mission file. Multiplayer files + have the extension .mpr (when you use the terrain editor, you are + actually creating a multiplayer mission). + + The files you will be using to create single player missions must be + given the extension .ini. These files (as do the .mpr files) have the same + format as all .ini files, in that they consist of a number of different + sections. Each section contains a heading enclosed in square brackets + (such as [England]), and consists of a number of entries, one to a line, + after that heading. A ';' (semi-colon) signifies a comment, and + everything after a ';' is ignored. + + To create a single player mission, you must give your .ini file a + specific name, corresponding to the mission that you wish to replace. + See the section Red Alert Mission Tree for the internal mission numbers + (i.e. scg01ea, scg02ea etc); you take this internal mission number as the + first part of the filename, and give the file the extension .ini (so, + you will get scg01ea.ini, scg02ea.ini etc). By using the correct + filename, you are able to replace the original missions in Red Alert + with your new mission. + + +[2-4] A warning about Red Alert's parser +========================================= + You should be made aware that the parser Red Alert uses to read in the + .ini files is case sensitive. This means that if you have a section + called [Terrain], that you will have no trees (you must use [TERRAIN]). + Always use the exact spelling we have given in this document. A single + typo can crash this game horribly. It is best to construct the scenario + in small pieces, testing as you go. The DOS version is much + more tolerant of errors than the Windows 95 version. + + +[2-5] Placing walls around the map +=================================== + Unfortunately, you cannot place any type of walls in the terrain + editor, at least not without some work. To place walls on a map, you + first need to copy a wall piece from one map, and paste that into your + new map. + + First, open your map file that has some walls on it. Next, select the + tile that you require. You select a section of the map by left clicking + on the map - the tile will be surrounded by a white square. Now, click + the right mouse button and choose Copy from the list of choices. + + Load the map you wish to place the wall section onto, and select the + spot into which you wish to place the wall section. Right click and + select Paste. You can now place the wall tiles anywhere around the map. + + Do not worry that the graphics of the walls look strange (ie they do + not join up as they are supposed to do), as this will go away once the + map is loaded again. Alternatively, you can force a section of wall to + be redrawn (they will appear normally after the redraw) by placing a map + tile (usually just the blank cell) next to the wall section. + +[2-5-1] Fences1.mpr file +------------------------- + For your convenience, here is a very small .mpr file that contains 6 + types of walls. It contains the sandbag (SBAG), chain-link (CYCL), + concrete (BRIK), barbed-wire (BARB), wooden (WOOD) and the + normal barbed- wire (FENC) wall types. It also contains the flag + position ring and the crate types (even though these three things + are available in the terrain editor). This file has the name + fences1.mpr. In the Windows 95 terrain editor, it is smaller than the + displayed area, so you cannot scroll the map. Simply put this map into + your Red Alert directory, and copy the required fence type. + + ---cut here--- DO NOT INCLUDE THIS LINE!!! +[Basic] +NewINIFormat=3 +Name=fences + +[Map] +Theater=TEMPERATE +X=32 +Y=32 +Width=14 +Height=14 + +[Waypoints] +98=4128 + +[MapPack] +1=CQAAIIH//v4f/4H/gB8AACCB//5ZAP+CAQD+/gD//+YLWgCCAQDXQA3+oxL/gf+ACQAAII +2=H//v4f/4H/gAkAACCB//7+H/+B/4AJAAAggQD+/h8AgQCACQAAIIEA/v4fAIEAgA== + +[OverlayPack] +1=FwAAIIH//qAR/4kAAQIDBBcUFRb+VQ7/gf+ACQAAIIH//v4f/4H/gA== + ---cut here--- DO NOT INCLUDE THIS LINE!!! + + + +--------------------- +CHAPTER [3] Glossary +--------------------- + +[3-1] Terms used in this document +================================== + The following is a list of terms that are used throughout this + document with which you may not immediately be familiar. This list is + presented so that you are able to grasp the concepts that we discuss + with as little difficulty as possible. + + AI A sad joke. (sorry) Any country under computer control. + anchor cell The upper left hand corner of a structure or terrain + feature is the anchor cell. It is in this cell that you + want the upper left hand corner to be positioned. + attached Used when talking about a trigger. Triggers are said to + be attached to units or buildings when the appropriate + part of the unit or building entry has been filled with + that trigger's name. + autocreation Autocreation means that instead of a teamtype being + manually created by a Create Team trigger action, that + it will be subject to the autocreate function. Each + computer country can have its autocreation function + turned on through a trigger action, after which the + creation of the teamtypes that have autocreation turned + on will be subject to being created, at the whim of the + autocreate function. See [TeamTypes] Section for more + details. + cell A Red Alert map is really a 128x128 square. A cell is + the size of one unit of this square, so the square would + be 128x128 cells in size. See the [Waypoints] section for + a more detailed explanation of the way the map is divided + into cells. + country When we mention a country, we are talking about an + individual entity, much like real countries. They are + either controlled by the human player, or by the + computer. All units and buildings owned by a country + can only be controlled by the controller of that + country (human or computer). + expires When talking about the global timer, we say that the timer + has expired when the timer count has reached zero. + fired trigger A fired trigger is a trigger that has been activated (ie, + its firing conditions were met). + forced trigger A trigger that, on its own, cannot be fired. It can only + be fired by another trigger. + global timer Like a stop watch that works in reverse. It counts down + from a specified time until it expires. There is only one + global timer in Red Alert. + global value Consider this to be a switch, which has an On and Off + position. We say that a global value is 'set' when it is + in the On position, and that is it 'clear' when it is in + the Off position. + house See country. + IQ level How 'smart' a particular computer player is, in Red Alert + terms. See Discussion on IQ Levels for a more detailed + description on IQ levels in computer players. + full map The entire 128x128 map. This differs from the map that you + will be using for you mission, which is a subset of the + full map square. + mission map That section of the full map that you are using for your + mission. It is a subsection of the full map. + parameter A value that is being passed to some item. + player Usually referring to the human player. + team Shorthand for a teamtype. + teamtype A collection of units, whether they be vehicles, infantry, + ships, aircraft, or a mixture. It can also refer to a + line in the [TeamTypes] section. + time unit The smallest amount of time in Red Alert. This changes + depending on the speed at which you have Red Alert + running, but is 6 seconds of Red Alert time. + It is only used when talking about the duration you want + an activity to occur for, or to have some action occur + at a specified time in a mission. + trigger An action that Red Alert is to perform, either through a + computer player or independent of any player. + trigger event When talking about trigger events, we mean some [thing] + that has occurred in the Red Alert world (even something + as banal as a certain period of time passing). They are + actually tests made by Red Alert, to see if the condition + specified by the event is True. + trigger action When talking about trigger actions, we are talking about + the action that Red Alert is to take in response to a + fired trigger. + + + +================================== +-SECTION TWO- SPECIFIC INFORMATION +================================== + +------------------------------------ +CHAPTER [4] Mission File Components +------------------------------------ + +[4-1] [Basic] Section +====================== + The [Basic] section of each mission ini file contains the following + pieces of information (it doesn't have to contain all of these lines, + but these are the valid ones): + + Name= + Intro= + Brief= + Win= + Lose= + Action= + Player= + Theme= + CarryOverMoney= + ToCarryOver= + ToInherit= + TimerInherit= + CivEvac= + NewINIFormat= + CarryOverCap= + EndOfGame= + NoSpyPlane= + SkipScore= + OneTimeOnly= + SkipMapSelect= + Official= + FillSilos= + TruckCrate= + Percent= + +These entries will now be explained in a bit more detail. + +Name=... +-------- + This is used to give the mission a name. + Default=none + +Intro=... +--------- + This is the name of the video to play as the introduction movie to + this level. See Available Red Alert Movies for the list of possible + movie names. + A means that no video is being used for the introduction movie. + The introduction movie is played first (before the briefing and + action movies). + Default = + +Brief=... +--------- + This is the mission briefing movie for the level. See Available Red + Alert Movies for the list of possible movie names. + A means that no video is being used for the briefing movie. + The briefing movie is played second (after the introduction movie but + before the action movie). If the user clicks on the mission briefing + button and presses the Video button, this is the video that gets played. + Default = + +Win=... +------- + This is the movie that gets shown when you win the mission. See + Available Red Alert Movies for the list of possible movie names. + A means that no video is being used for the win movie. + Default = + +Lose=... +-------- + This is the movie that gets shown when you lose the mission. See + Available Red Alert Movies for the list of possible movie names. + A means that no video is being used for the lose movie. + Default = + +Action=... +---------- + This is the name of the video to play as the action movie for this + level. See Available Red Alert Movies for the list of possible movie + names. + A means that no video is being used for the action movie. + The action movie is played last (after the introduction and briefing + movies). + Default = + +Player=... +---------- + This tells the computer which country the user will be playing as + during this mission. See Available Red Alert Countries for the listing + of available countries. This uses the full name of the country, not the + number or abbreviation. + You should have a valid Player= section in your ini file. If you do + not have a Player= entry in this section, the player will default to + Greece. + +Theme=... +--------- + This is the piece of music to play at the start of the mission. See + Available Red Alert Songs for the listing of available music titles to + play at the start. + An entry of 'No theme' means that there is no specific music to play + at the start of the mission, and that Red Alert should use the normal + method of choosing which music to play. + Default=none + +CarryOverMoney=... +------------------ + This specifies that amount of money that will carry over to the mext +mission when you finish the current one. 1 stands for 100% of money, 0.5 +stands for 50%, etc. + +ToCarryOver=... +--------------- + If 'yes', units and structures at the (victorious) close of this + mission will appear at the start of the next mission where + "ToInherit=yes". They will appear in the exact position and state of + health they where left at the end of the mission. Activities will not + carry over. Guard and harvest seem to be the defaults. Aircraft in + flight will vanish. + +ToInherit=... +------------- + If set to 'yes', see ToCarryOver (above). + +TimerInherit=... +---------------- + This can have the value 'yes' or 'no'. + When set to 'yes', the timer for this mission should start counting + down from where it ended in the previous mission. Furthermore, as soon + as the mission starts, the timer will be activated. + When set to 'no', the counter is not transferred from the last mission. + This value only needs to be set to 'yes' in the mission that is to + have its time carried over to the next mission. The next mission should + have this set to 'no', unless the timer for that mission is also to be + carried over. + +CivEvac=... +----------- + This can have the value 'yes' and 'no'. + When 'no', it means that transport helicopters do not take off when + 'civilian' units are loaded into them, unless there is a trigger for + this action. + When set to 'yes', transport helicopters will take off once 'civilian' + units are loaded into them. + This should actually be called 'TanyaEvac', as the only noticable + difference when this is set to 'yes' is that the transport helicopter + will take off when a Tanya unit enters. If set to 'no', the transport + helicopter will not take off when a Tanya unit enters. + 'Civilian' units does include the GNRL unit. + +NewINIFormat=... +---------------- + If this item is not present with a valid value, the [Trigs] and + [TeamTypes] sections will not be read. 0 is not valid. 3 is always + used, and is the value inserted by Red Alert's terrain editor, which + suggests it also has something to do with either the overlays + (OverlayPack) or the map (MapPack) + + Setting NewINIFormat to 1 or 2 allows the use of the [Overlay] + section rather than [OverlayPack]. At setting 1 the [Trigs] section + will not be read. + +CarryOverCap=... +---------------- + Related to "CarryOverMoney", it specifies the maximum amount of money + that can be carried over from the previous mission. As with the Credits + entry, you multiply this value by 100 to get the real value. + +EndOfGame=... +------------- + This can be set to 'yes' or 'no'. + When set to 'yes', when the player has won the mission, after they + see the Win video, they get to see the Red Alert credits, and after + that are taken back to the main menu. The use of 'yes' for this item + signifies that the campaign is finished. + When set to 'no', the next mission is played, as usual. + +NoSpyPlane=... +-------------- + This can be set to 'yes' or 'no'. + When set to 'no', if the player has an airfield and a sufficiently + high techlevel, then they will be able to use the spy plane. + When set to 'yes', the spy plane will not appear on the side bar, even + if the player has a sufficiently high techlevel. The setting also + affects the AI. + +SkipScore=... +------------- + This can be set to 'yes' or 'no'. + When set to 'no', the player is treated to the score screen when he + finishes the mission, where he will see how well he did in that + mission (units killed, money finished with etc). + When set to 'yes', the player does not get this score screen. + +OneTimeOnly=... +--------------- + This can be set to 'yes' or 'no'. + When set to 'yes', after the mission is won by the player, they are + taken back to the main menu, as if they had finished the entire + campaign. This value does not mean that if the mission is failed that + it cannot be retried - the player still gets the option to retry the + mission if they fail. + When set to 'no', winning the mission takes the player to the next + mission in the campaign, as usual (if possible). + +SkipMapSelect=... +----------------- + This can be set to 'yes' or 'no'. + When set to 'no', after the user has finished a mission, they are + given the map of Europe and have to pick one of the flashing boxes for + their next mission. + When set to 'yes', the user does not see the map of Europe. Instead, + Red Alert loads up the next mission FOR THAT LEVEL. This is very + important: if the player just finished scg05ea, then scg05eb will be + loaded, not scg06ea. Note that you can do this even for those levels + that only have a single 'official' mission, eg there is only 1 Soviet + level 1 mission, but if you have an scu01eb.ini file present and this + value set to 'yes', then level scu01eb will be started immediately after + scu01ea is finished. However, it doesn't appear that you can chain + these indefinitely. Adding an scu01ec.ini file didn't work - I would + guess that the only place where a third would be accepted would be + Allied mission 5, where there are already 3 missions (scg05ea eb and + ec). + It would be an unwise thing to have this set for an 'ea' mission if + the map before gave the player a choice of playing either an 'ea' or + 'eb' mission, as they may choose the 'eb' mission, hence by-passing the + first stage of the mission and possibly screwing up your storyline. See + Red Alert Mission Tree for the 'official' mission tree structure. + A side effect of setting this to 'yes' is that the player does not get + the 'Mission Accomplished' text on the screen - it just goes straight to + the win video (if there is one). + +Official=... +------------ + This is always set to 'yes' in the original Red Alert missions. + Giving it a value of 'no' does not seem to have any effect. + +FillSilos=... +------------- + This item can be set to 'yes' or 'no'. + When set to 'yes', any country that has silos will have any starting + money they have placed in the silos, rather than starting with those + silos empty. This is useful if you want the player/computer to use + thieves at the very start of a mission, before the first harvester can + come in. + When set to 'no', the silos start empty at the beginning of the + mission. + +TruckCrate=... +-------------- + This item can be set to 'yes' or 'no'. + When set to 'yes', when a convoy truck (TRUK) is destroyed, it leaves + behind a crate with money in it (a WoodCrate, if you want to change what + is in the crate). Even trucks owned by the player drop crates when + destroyed if this is set to 'yes'. + When set to 'no', a destroyed convoy truck does not drop a crate. + +Percent=... +----------- + + +[4-2] [Map] Section +==================== + The [Map] section of the mission's ini file tells Red Alert the size + and shape of the map that you are using. It also tells Red Alert which + tile set to use. For a detailed description of cells and what the full + map looks like, please read the section on Waypoints. The following is + a typical [Map] entry: + [Map] + Theater=SNOW + X=32 + Y=32 + Width=64 + Height=64 + +Each section of the entry will be described below: + +Theater= +-------- + This tells Red Alert which tile set to use. The possible choices are + SNOW, TEMPERATE and INTERIOR. The three choices are self-explanatory in + terms of the tile set they represent. + Please note: the INTERIOR tile set is not used in Red Alert's terrain + editor, and if you change the Theater to INTERIOR and try to load up + that map in the terrain editor, the editor will crash. + +X= +-- + This tells Red Alert how far away from the left edge of the full map + the mission map starts. This must always be at least 1. The distance + is the number of cells from the edge. + +Y= +-- + This tell Red Alert how far away from the top edge of the full map the + mission map starts. This must always be at least 1. The distance is + the number of cells from the edge. + +Width= +------ + This tells Red Alert the width of the mission map (in cells). This + width plus the X value plus 1 must NOT be more than 128. + +Height= +------- + This tells Red Alert the height of the mission map (in cells). This + height plus the Y value plus 1 must NOT be more than 128. + + Each map must have at least a 1 cell buffer around the edge of the + mission map. This means that X and Y must always have the value of at + least 1, and that Width and Height must always have a value no greater + than 126. Note that while 126x126 maps are possible, Red Alert does not + handle them well. + + +[4-3] Country Specific Information +=================================== + For each country you have in your missions, whether they be in + control of a large base or make a cameo role as a single civilian + infantry unit, you should include some information about that country, + even if it is nothing more than the allies of that country. + To include country specific information into your ini file, you first + take the name of a country (the full name), see Available Red Alert + Countries for this information, and place it within square brackets, + such as [Spain], [Ukraine] and [England] for example. + Under each of these headers, you then add the information that you + want to pertain to that country. + + The available pieces of information that you can include as country + specific information seem to be the following (given through an example + of a complete entry): + + [Greece] + Credits=12 + Edge=South + MaxUnit=50 + MaxInfantry=50 + MaxBuilding=10 + MaxVessel=10 + TechLevel=10 + IQ=3 + Allies=USSR,Turkey + PlayerControl=yes + Firepower=1.0 + Groundspeed=1.0 + Airspeed=1.0 + Armor=1.0 + ROF=1.0 + Cost=1.0 + BuildTime=1.0 + +These will now be explained in more detail: + +Credits +------- + This is the amount of starting cash for that country for the mission. + To get the real amount of cash, multiply the value by 100 (ie a value of + 12 means that that country starts with 1200 cash). + This is cash-in-hand, unless the FillSilos variable (in the [Basic] + section) is set to yes, in which case the cash is stored in any + available silos or refineries. + +Edge +---- + The available values are North, East, South and West. Contrary to + intuition, this does not control the direction from which reinforcements + will arrive. In fact, it doesn't seem to do anything. Probably a + relic from C&C where it did control the direction of reinforcements. + +MaxUnits, MaxInfantry, MaxBuilding, MaxVessel +--------------------------------------------- + I'd guess that it limits the number of vehicles, buildings, ships and + infantry units the country can have on the map at one time. Unknown + whether it overrides the values from the rules.ini file. + Untested as yet. + +TechLevel +--------- + Each building and unit has an associated tech. level at which it can + be built; to be able to build it, the country needs to have a tech. + level of at least that level. + This is mainly used to control what the human player can build in the + mission. + +IQ +-- + This sets the IQ level of the country. It would be unwise to set the + human's country to any IQ level but 0 (which is the default for human + controlled countries), as the computer would then be controlling the + human's buildings and units. + See Discussion on IQ Levels for more on how IQ levels affect a game. + +Allies +------ + This is a comma separated list (ie GoodGuy,Greece,Germany,USSR) of the + countries that this country will treat as friends and not attack. + Please note that this is not automatically reciprocated, in that if you + don't want two countries attacking each other, you have to correctly + set the allies field for both country specific information entries. + You use the full name of the country in this list. + +PlayerControl +------------- + By default this is set to 'no'. However, if it is set to 'yes', then + the human player will be able to control the units of this country. The + human player will not own these units, but will be able to direct their + movement, etc. + In addition to being controllable by the human player, when these + units move (whether by being controlled by the human or the computer), + they remove the shroud from the map as the human's own units would. + Any buildings of this country also remove the shroud around them as if + they were owned by the player. + A player cannot use the buildings of this country for construction. + + +[4-4] [STRUCTURES] Section +=========================== + The [STRUCTURES] section contains those buildings which you want to + appear on the map at the beginning of the mission. See Available Red + Alert Structures for the list of building abbreviations. The following + is a typical entry: + + 0=USSR,TSLA,256,7623,0,None,1,0 + + The format of a [STRUCTURES] entry is: + num=country,type,health,cell,facing,trig,???,repair + +Each section of the entry will be described below: + +num +--- + This is the number of the structure. While it probably isn't + necessary, the numbering starts at 0 and increments from there. You + cannot have two buildings with the same number (the latter will replace + the former). + +country +------- + This contains the owner of the structure. See Available Red Alert + Countries for the list of country names. You place the full name here, + not the abbreviation. + +type +---- + This contains the type of building to place on the map. See Available + Red Alert Buildings for the list of building abbreviations (you use the + abbreviation of the building name). Unlike the original C&C, all + buildings can appear in all terrain types, except for those noted in + Available Red Alert Buildings. + +health +------ + This is the condition that the building starts in, on a scale of 1 to + 256. Treat this as a percentage, with 256 being 100%, 128 being 50%, + etc. Remember that some units and buildings have very small amounts of + hit points, so it may not be possible to give them the full range of + numbers (a civilian infantry unit with 5 hit points will only have 2 at + 50% and 1 at 25%, roughly) + +cell +---- + The upper left hand corner of the building is the anchor cell of that + building. This value contains a cell number into which you want Red + Alert to place the anchor of the specified building. + +facing +------ + This is only useful for those structures which can track enemies (gun + turrets, anti-aircraft guns, and SAM sites); it is the direction you + want the particular structure to face at the beginning of the mission. + The following are the basic directions these buildings can point to: 0 - + North (the top of the screen), 64 - East (right hand side of the + screen), 128 - South (bottom of the screen), and 192 - West (left hand + side of the screen). You can also have a few positions in between these + stages; the numbering goes in steps of 16 (ie valid numbers are 0, 16, + 32, 48, 64, etc), with the initial facing of the turret changing with + the appropriate value. + Picture a clock face, and you will more easily be able to picture the + direction the turreted building will face in at the beginning of the + mission. + +trig +---- + The name of a trigger to attach to the building. If you want to + attach a trigger to a building, place the name of the trigger you + want to attach in this position. If you don't want a trigger associated + with the building, set this value to None. + +??(unknown)?? +------------- + Don't know what this is for. + +repair +------ + This number indicates whether the building will be repaired or + not, provided that the computer player has a sufficiently high IQ level + (normally this would be an IQ level of 1 or more, but this may vary if + you have changed the [IQ] section of the rules.ini file). A value of 1 + means it will be repaired. A value of 0 mean it won't be repaired. + + As well as acting as a repairable 'switch', this value also acts as a + rebuild 'switch'. The CP will rebuild this building once it is + destroyed, as long as Production has been turned on and it is in + possession of a construction yard. Also, it seems that once the + building is rebuilt this way, the AI will not repair it! + However, this will only work if that CP has their country in the + [Base] section of the file. That list could have a Count=0, just so long + as the Player= is set to the CP's country. + + +[4-5] [SHIPS] Section +====================== + This section contains the ships that you want to appear on the map at + the beginning of the mission. See Available Red Alert Ships for the + abbreviations of the ship types that you can use here. A typical entry + would look like: + + 0=Greece,DD,256,9265,192,Guard,None + + The format of a [SHIPS] entry is: + num=country,type,health,cell,facing,action,trig + +Each section of the entry will be described below: + +num +--- + This is the number of the ship. While it probably isn't necessary, + the numbering starts at 0 and increments from there. You cannot have + two ships with the same number (the later will replace the former). + +country +------- + This contains the owner of the ship. See Available Red Alert + Countries for the list of country names. You place the full name here, + not the abbreviation. + +type +---- + This contains the type of ship to place on the map. See Available Red + Alert Ships for the list of ship abbreviations (you use the abbreviation + of the ship name). + +health +------ + This is the condition that the ship starts in, on a scale of 1 to 256. + Treat this as a percentage, with 256 being 100%, 128 being 50%, etc. + Remember that some units and buildings have very small amounts of hit + points, so it may not be possible to give them the full range of numbers + (a civilian infantry unit with 5 hit points will only have 2 at 50% and + 1 at 25%, roughly) + +cell +---- + This value contains the cell value into which you wish Red Alert to + place the ship. + +facing +------ + This value it is the direction you want the ship to face at the + beginning of the mission. The following are the basic directions in + which a ship can face: 0 - North (the top of the screen), 64 - East + (right hand side of the screen), 128 - South (bottom of the screen), and + 192 - West (left hand side of the screen). You can also have a few + positions in between these stages; the numbering goes in steps of 16 (ie + valid numbers are 0, 16, 32, 48, 64, etc), with the initial facing of + the ship changing with the appropriate value. + Picture a clock face, and you will more easily be able to picture the + direction the ship will be facing at the beginning of the mission. + +action +------ + This is the action that you want the ship to perform at the beginning + of the mission. The ship will continue to perform this action until it + is told to do something else (by either the player or the computer), is + destroyed, or the action can no longer be performed. See Available + Initial Unit Commands for the list of commands a unit can be given. + Set this to None if you don't want the ship to perform any action at + the beginning of the mission. + The most common use would be to set the ship to either Guard, Area + Guard, Hunt or None. + +trig +---- + The name of a trigger to attach to the ship. If you want to attach a + trigger to a ship, you place the name of the trigger you want to attach + in this position. If you don't want a trigger associated with the ship, + set this value to None. + + +[4-6] [INFANTRY] Section +========================= + This section contains the infantry units that you want to appear on + the map at the beginning of the mission. See Available Red Alert + Infantry Units for the abbreviations of the infantry types you can use + here. The following is a typical entry: + + 0=Greece,E1,256,6977,2,Sticky,64,None + + The format of an [INFANTRY] entry is: + + num=country,type,health,cell,sub_cell,action,facing,trig + +Each section of the entry will be described below: + +num +--- + This is the number of the infantry entry. While it probably isn't + necessary, the numbering starts at 0 and increments from there. You + cannot have two infantry entries with the same number (the latter will + replace the former). + +country +------- + This contains the owner of the infantry unit. See Available Red Alert + Countries for the list of country names. You place the full name here, + not the abbreviation. + +type +---- + This contains the type of infantry unit to place on the map. See + Available Red Alert Infantry Units for the list of infantry + abbreviations (you use the abbreviation of the infantry name). + +health +------ + This is the condition that the infantry unit starts in, on a scale of + 1 to 256. Treat this as a percentage, with 256 being 100%, 128 being + 50%, etc. Remember that some units and buildings have very small + amounts of hit points, so it may not be possible to give them the full + range of numbers (a civilian infantry unit with 5 hit points will only + have 2 at 50% and 1 at 25%, roughly) + +cell +---- + This value contains the cell value into which you wish Red Alert to + place the infantry unit. + +sub_cell +-------- + For infantry units, each cell is divided up into 5 sub-cells. It is + these sub-cells that allow five infantry units to be located in one + cell. The locations of the sub-cells within the main cell is: + 1 2 <--- top of cell + 0 <--- middle of cell + 3 4 <--- bottom of cell + This value holds the number of the sub-cell into which you want to + place the infantry unit. If you are placing more than one infantry unit + within the same cell, you must make sure that their sub-cells are + different. + Infantry units are the only units that use sub-cells. + +action +------ + This is the action that you want the infantry units to perform at the + beginning of the mission. The infantry unit will continue to perform + this action until it is told to do something else (by either the player + or the computer), is destroyed, or the action can no longer be + performed. See the section Available Initial Unit Commands for the list + of commands a unit can be given. + Set this to None if you don't want the infantry unit to perform any + action at the beginning of the mission. + The most common use would be to set the infantry unit to either Guard, + Area Guard, Hunt or None. + +facing +------ + This value it is the direction you want the infantry unit to face at + the beginning of the mission. The following are the basic directions to + which a unit can face: 0 - North (the top of the screen), 64 - East + (right hand side of the screen), 128 - South (bottom of the screen), and + 192 - West (left hand side of the screen). You can also have a few + positions in between these stages; the numbering goes in steps of 16 (ie + valid numbers are 0, 16, 32, 48, 64, etc), with the initial facing of + the infantry unit changing with the appropriate value. + Picture a clock face, and you will more easily be able to picture the + direction the infantry unit will be facing at the beginning of the + mission. + +trig +---- + The name of a trigger to attach to the infantry unit. If you want to + attach a trigger to an infantry unit, place the name of the trigger + you want to attach in this position. If you don't want a trigger + associated with the infantry unit, set this value to None. + + +[4-7] [UNITS] Section +====================== + This section contains the vehicles that you want to appear on the map + at the beginning of the mission. See Available Red Alert Vehicles for + the abbreviations of the vehicles types that you can use here. A + typical entry would look like: + 0=Greece,1TNK,256,8246,96,Sticky,None + + The format of a [UNITS] entry is: + num=country,type,health,cell,facing,action,trig + +Each section of the entry will be described below: + +num +--- + This is the number of the vehicle. While it probably isn't + necessary, the numbering starts at 0 and increments from there. You + cannot have two vehicles with the same number (the latter will replace + the former). + +country +------- + This contains the owner of the vehicle. See Available Red Alert + Countries for the list of country names. You place the full name here, + not the abbreviation. + +type +---- + This contains the type of vehicle to place on the map. See Available + Red Alert Vehicles for the list of vehicle abbreviations (you use the + abbreviation of the vehicle name). + +health +------ + This is the condition that the vehicle starts in, on a scale of 1 to + 256. Treat this as a percentage, with 256 being 100%, 128 being 50%, + etc. Remember that some units and buildings have very small amounts of + hit points, so it may not be possible to give them the full range of + numbers (a civilian infantry unit with 5 hit points will only have 2 at + 50% and 1 at 25%, roughly) + +cell +---- + This value contains the cell value into which you wish Red Alert to + place the vehicle. + +facing +------ + This value is the direction you want the vehicle to face at the + beginning of the mission. The following are the basic directions in + which a vehicle can face: 0 - North (the top of the screen), 64 - East + (right hand side of the screen), 128 - South (bottom of the screen), and + 192 - West (left hand side of the screen). You can also have a few + positions in between these stages; the numbering goes in steps of 16 (ie + valid numbers are 0, 16, 32, 48, 64, etc), with the initial facing of + the vehicle changing with the appropriate value. + Picture a clock face, and you will more easily be able to picture the + direction the vehicle will be facing at the beginning of the mission. + +action +------ + This is the action that you want the vehicle to perform at the + beginning of the mission. The vehicle will continue to perform this + action until it is told to do something else (by either the player or + the computer), is destroyed, or the action can no longer be performed. + See Available Initial Unit Commands for the list of commands a unit can + be given. + Set this to None if you don't want the vehicle to perform any action + at the beginning of the mission. + The most common use would be to set the vehicle to either Guard, Area + Guard, Hunt or None. + +trig +---- + The name of a trigger to attach to the vehicle. If you want to attach + a trigger to a vehicle, place the name of the trigger you want to + attach in this position. If you don't want a trigger associated with + the vehicle, set this value to None. + + +[4-8] [TERRAIN] Section +======================== + This section contains various terrain features, such as trees that you + have placed around the map. Most of these items can be placed in the + Red Alert terrain editor. + + A typical [TERRAIN] entry would be: + 7102=T14 + 9107=MINE + + Each entry in the [TERRAIN] section has the format: + cell=type + +cell +---- + This is the cell in which the terrain feature is to be anchored. + +type +---- + This is the type of terrain feature to place in the specified cell. + For the list of available terrain types and the theaters they appear in, + see Available Terrain Types. + + +[4-9] [SMUDGE] Section +======================= + Additional terrain effects are available in Red Alert, in the form of + craters and scorch marks. To place these effects on the map, you must + use the [SMUDGE] section. See Available Smudge Types for a listing of + the various types of smudge graphics that are available. A typical + [SMUDGE] section would look like: + [SMUDGE] + 7723=CR1,7723,3 + 7724=SC1,7724,0 + + Each entry in the [SMUDGE] section has the format: + cell=type,cell2,depth + +Each section of the entry will be described below + +cell +---- + This is the cell in which you want the smudge effect to be placed. + However, it seems as though this can be overridden if the cell2 value is + different from this value. + +type +---- + This is the type of smudge mark to place in the cell. See Available + Smudge Types for a listing of the types of smudge graphics that are + available. + +cell2 +----- + I honestly do not know what this is for. Every example I have seen + has this value equal to the first cell, and whenever I have put a + different cell value in this position, the smudge would be drawn at this + position instead of the first. + +depth +----- + Not an accurate description of what this variable is actually used + for. It can have values from 0 to 3, but cannot be used for the SC type + of smudge effect. For the SC smudges, always set this value to 0 + (otherwise strange graphics glitches occur). + When this value is set to 0, the normal graphic for the smudge is + displayed, but when this value is greater than zero, the graphic is + changed slightly. This new graphic depicts a larger crater, the higher + the number the larger the crater (in a very rough sense). A value of 3 + seems to be the highest value that this can take. + Note that this effect is more pronounced for some crater types than + others. + When the smudge effect is a BIB, and this value is greater than 0, it + seems as though part of the bib graphic is painted over the bib graphic + as it is laid down. I would recommend not using any number other than 0 + if you want to put down a BIB. + + +[4-10] [Base] Section +====================== + The [Base] section is interesting and useful for a number of reasons. + The purpose of the [Base] section is to tell the Red Alert computer + players which buildings they must replace if they get destroyed, and + where they should be placing these buildings. If the computer player is + of sufficiently high IQ (an IQ level of 5 unless you have manually + changed it), then it will be placing its own buildings on the map, but + you can specify in this section buildings which it must place on the + map. + A typical [Base] entry would look like: + Player=Greece + Count=2 + 000=GUN,7463 + 001=GUN,7461 + The Player= is used to determine which computer controlled country + these buildings are specifying. Because you can have more than one + computer controlled country in a mission, this is used so that the wrong + computer country doesn't build the structure. In the original C&C, the + [Base] entry did not have this functionality, and hence you often ended + up with the computer players constructing buildings in each other's + bases. + The Count= is used to specify the number of entries in this particular + section. If you do not wish to have a [Base] section, set count to 0. + If you just have one entry, set it to 1, etc. + Each entry has the following type: + num=type,cell + +num +--- + This is the number of the [Base] entry. It must be a 3 digit number, + starting at 000, and incrementing by 1 for each additional entry. Do + not have repeated numbers. + +type +---- + This is the type of building that you want the computer player to + build. See Available Red Alert Buildings for the list of abbreviations + to use in this area of the entry. + +cell +---- + This specifies the cell at which you want the building to be placed. + It is the building's anchor cell (the top left cell of the smallest + rectangle enclosing the building's graphic). + + If the anchor cell is obstructed, indeed if any part of the area of + land the building needs is obstructed, then the building will not be + constructed. + As soon as the computer player has had its Production turned on, it + will begin construction of these buildings. + + Apart from just replacing destroyed buildings, this section can also + be used to get a computer player to expand their base. The buildings + mentioned in the [Base] section do not need to exist on the map at the + beginning of the mission. You could, for example, construct an entire + base for a computer player but instead of placing it in the [Structures] + section, you could place it in the [Base] section. When that computer + player gets a construction yard, money and a Production order, it will + begin constructing this base. + + There is no way of having multiple [Base] entries for different + computer controlled countries. This is a shame, as it means you can't + be creative and create multiple computer controlled bases from scratch. + + The order in which the buildings appear in the [Base] section + determines the order in which they will be built (ie 000 will be built + first, 001 second etc). + + +[4-11] [Waypoints] Section +=========================== + Waypoints are used in Red Alert for a number of things, but the most + common is to determine the movement of units. A waypoint is simply a + cell that has been identified as having some significance, and that has + been given an alias. + Waypoint 98 determines which section of the mission map to display at + the beginning of the mission. Choose this carefully, since the DOS and + Win95 versions show different amounts of the map. A waypoint that + works in DOS may be too close to the map edge for Win95, causing a + wrap-around to the far edge in Win95. + A typical [Waypoints] section will look like: + [Waypoints] + 1=10298 + 5=9077 + 98=5063 + + Each entry has the format: + alias=cell + +alias +----- + The alias of a waypoint is simply a number. This number cannot be + less than 0, nor greater than 99. + You cannot have multiple instances of the same alias for waypoints, + but you do not have to keep the alias you use in order. You could, for + example, use waypoints 0, 1, 2, 30, 35, 40 and 98, and there would be no + problems. + +cell +---- + This is the cell of the map for which you want to create the alias. + +A further description of cells and how they relate to the map follows. + + The full Red Alert map is a 128 by 128 square, using cells as the + measurement. The map would look something like this: + + +--------------------+ -+- + | | | + | | | + | | 128 cells + | | in height + | | | + | | | + +--------------------+ -+- + + | | + +--- 128 cells in ---+ + | width | + + However, because of the requirement that each map have at least a 1 + cell buffer around the entire edge of the map, the maximum mission map + size is 126 by 126. This full map now looks like the following: + + ********************** -+- *'s represent part of the + *+------------------+* | full map that are not part + *| | |* | of the mission map. + *| 126 cells |* 128 cells + *| in height |* in height In this particular case, the + *| | |* | full map has a single cell + *+------------------+* | boundary around the mission map. + ********************** -+- + |--- 126 cells ---| + | in width | + +--- 128 cells in ---+ + | width | + + You can have any combination of width and height, provided that you + obey the rule that you must have at least a single cell boundary around + the mission map. You could have, for example, the following: map height + of 50 cells, map width of 60 cells, 30 cells from the left, 10 cells + from the top. The map would look like: + + ********************** 10 -+- + ********************** --- | + ******* ******* | | + ******* ******* 50 128 cells + ******* ******* | in height + ********************** --- | + ********************** 68 | + ********************** --- -+- + | 30 | | 38 | + | 60 | + + | | + +--- 128 cells in ---+ + | width | + + Not the prettiest of diagrams, but you should be able to see what I am + trying to explain. + + It is easy to determine the cell numbering. The first row in the map + is numbered from 0 to 127. The second row is numbered from 128 to 255, + etc. Use the formula: + row_number*128 + column_number + to determine the cell numbering. + Hence, the top left corner of the full map will be 0 (this will never + be on any map). + + +[4-12] [CellTriggers] Section +============================== + Celltriggers are used to place various triggers around the map, that + will be fired when the units of some country enter the specified cell. + A typical [CellTriggers] entry looks like: + [CellTriggers] + 10204=kill + 9076=bob1 + 9077=bob1 + + Each entry in the [CellTriggers] section has the format: + cell=trigger + +cell +---- + This is the cell into which you wish to place the trigger. + +trigger +------- + This is the trigger that you want to place into the specified cell. + The name of the trigger must be at most 4 characters in length. The + most common form of triggers that are used as celltriggers are those + that have Player Enters as their trigger event. + + You cannot have more than one trigger per cell. + + +[4-13] [Trigs] Section +======================= + This is the most important part of the ini file, for it determines how + the mission will pan out. It sets the win and lose conditions, and also + controls (to some extent) the way the computer opponents will behave. I + say 'to some extent' because with Red Alert, Westwood has introduced the + notion of giving the computer players some autonomy of the triggers in + the form of variable IQ levels (see Discussion of IQ Levels for more on + this subject). + + +[4-13-1] Trigger Information +============================= + A trigger (in the [Trigs] section of the ini file has the following + format: + name=1,2,h,i,T1,p1,p2,T2,p1,p2,R1,p1,p2,p3,R2,p1,p2,p3 + +Each section of the trigger is described below: + +name +---- + This is simply a name to describe the trigger. It seems as though + there is a maximum trigger name length of 4 characters if you want to + use a particular trigger as a celltrigger. There is probably a limit to + the length of a non-celltrigger trigger name, so it is probably best to + keep the name to a maximum lenght of 6 or 7 letter. The name can be any + combination of letters and numbers, and other symbols (+, _ etc), but + not a 'space' character. + +1 (repeatable) +-------------- + The first number tells RA whether this is a repeating trigger or not. + If it has the value 0, then the trigger will only ever be activated once + (not strictly true as the trigger can be fired again if associated with + a teamtype). If it has a value greater than 0, then the trigger is a + repeating trigger (ie it will be fired more than once). + For repeating triggers, there are two types. When the repeating + trigger has a value of 1, the trigger will only occur once the trigger + event has happened to all items (units and buildings) to which this + trigger has been attached. This is useful if you want, for example, + some action to occur after a specific set of buildings have been + destroy. + The second type of repeating trigger is the free repeater. When this + item has the value of 2, it will continue to repeat itself whenever its + trigger event is true. This is of use if you want, for example, to have + the trigger activate every 20 time units. + +2 (which country trigger applies to) +------------------------------------ + If the trigger event requires a country to be specified, then, in some + cases, this holds the country number. Refer to the specific trigger + actions as to which actions require this field to be filled in + correctly. Still, it is probably better to put the correct country in + here in any case, even if only to make it clearer which country this + trigger is being used for. + See Available Red Alert Countries for a listing of country numbers. + +h (when to activate trigger) +---------------------------- + When 0, only the first trigger event (part 5) must be true for the + trigger to be activated. + When 1, the first (part 5) and second (part 8) must both be true for + the trigger to be activated. + When 2, either the first trigger event or the second trigger event + must be true, whichever comes first. + When 3, either the first trigger event or the second trigger event + must be true. + See the upcoming summary (next) for further details on how this + operates. + +i (which actions are triggered) +------------------------------- + When 0, only one trigger action is activated when the event is + triggered. See the summary (next) for which trigger action is + activated, and when. + When 1, both trigger actions are activated when the event is + triggered. + +Summary: Combinations of trigger events and trigger actions +----------------------------------------------------------- + h,i + 0,0 T1 -> R1 + 0,1 T1 -> R1 and R2 + 1,0 T1 and T2 -> R1 + 1,1 T1 and T2 -> R1 and R2 + 2,0 T1 or T2 -> R1 + 2,1 T1 or T2 -> R1 and R2 + 3,0 T1 -> R1, or T2 -> R2 + + Now, in words: + 0,0 T1 true to activate R1 + 0,1 T1 true to activate R1 and R2 + 1,0 T1 and T2 true to activate R1 + 1,1 T1 and T2 true to activate R1 and R2 + 2,0 T1 or T2 true to activate R1 (whichever comes first) + 2,1 T1 or T2 true to activate R1 and R2 (whichever comes first) + 3,0 T1 true to activate R1, or T2 true to activate R2 + + If either T1 or T2 are time dependent and the trigger is a repeating + trigger, then the test for time passage is measured from the last firing + of any part of the trigger. + +T1 (first trigger event) +----------------------- + This is the first event that will cause this trigger to fire. For a + list of trigger events, see Available Trigger Events. + Set to 0 if you don't want a first trigger event (for example, when + you will be forcing the trigger). + +p1 (first parameter) +-------------------- + This is called the first parameter when discussing trigger events. + Set to -1 if it is not needed. + +p2 (second parameter) +--------------------- + This is called the second parameter when discussing trigger events. + Set to -1 if it is not needed. + Additional note: In Westwood's original missions, this is set to 0 + when not used. I have personally never seen a problem arise from using + -1 instead of 0, but it may be wise to set this to 0 when it is not + needed. + +T2 (second trigger event) +------------------------ + This is the second event that will cause this trigger to fire. For a + list of trigger events, see Available Trigger Events. + Set to 0 if you don't want a second trigger event. + +p1 (first parameter) +-------------------- + This is called the first parameter when discussing trigger events. + Set to -1 if it is not needed. + +p2 (second parameter) +--------------------- + This is called the second parameter when discussing trigger events. + Set to -1 if it is not needed. + Additional note: In Westwood's original missions, this is set to 0 + when not used. I have personally never seen a problem arise from using + -1 instead of 0, but it may be wise to set this to 0 when it is not + needed. + +R1 (first trigger action) +------------------------- + This number holds the first trigger action. This action will occur + when the trigger event(s) has occurred. For a list of available trigger + actions, see Available Trigger Actions. + +p1 (first parameter) +-------------------- + This is referred to as the first parameter when talking about trigger + actions (see Available Trigger Actions). + Set to -1 if it is not needed. + +p2 (second parameter) +--------------------- + This is referred to as the second parameter when talking about trigger + actions (see Available Trigger Actions). + Set to -1 if it is not needed. + +p3 (third parameter) +-------------------- + This is referred to as the third parameter when talking about trigger + actions (see Available Trigger Actions). + Set to -1 if it is not needed. + +R2 (second trigger action) +-------------------------- + If this trigger has more than one trigger action associated with an + event, then the second trigger action is held here. It has the same + possible values as the first trigger action (see Available Trigger + Actions for the full listing). + Set this value to 0 if you don't want this trigger to have a secondary + trigger action. + +p1 (first parameter) +-------------------- + This is referred to as the first parameter when talking about trigger + actions (see Available Trigger Actions). + Set to -1 if it is not needed. + +p2 (second parameter) +--------------------- + This is referred to as the second parameter when talking about trigger + actions (see Available Trigger Actions). + Set to -1 if it is not needed. + +p3 (third parameter) +-------------------- + This is referred to as the third parameter when talking about trigger + actions (see Available Trigger Actions). + Set to -1 if it is not needed. + + +[4-13-2] Available Trigger Events +================================== + + Event Text + #'s Version +---------------------------- + 0 No Event + 1 Entered by + 2 Spied by + 3 Thieved by + 4 Discovered by player + 5 House Discovered + 6 Attacked by anybody + 7 Destroyed by anybody + 8 Any event + 9 Destroyed, Units, All + 10 Destroyed, Buildings, All + 11 Destroyed, All + 12 Credits exceed + 13 Elapsed time (1/10th min) + 14 Mission timer expired + 15 Destroyed, Buildings, # + 16 Destroyed, Units, # + 17 No factories left + 18 Civilians evacuated + 19 Build building type + 20 Build unit type + 21 Build infantry type + 22 Build aircraft type + 23 Leaves map (team) + 24 Zone entry by + 25 Crosses horizontal line + 26 Crosses vertical line + 27 Global is set + 28 Global is clear + 29 Destroyed, Fakes, All + 30 Low power + 31 All bridges destroyed + 32 Building exists + +Descriptions of how these trigger events operate follows: + +0 No Event +-------------- + Used to denote that this trigger is never activated (there is no + event that will cause this to be activated). + It takes no parameters. + This is of use when you want to have a trigger that will be fired by + another trigger, but that you don't otherwise want fired. + +1 Entered by +---------------- + Used to have a trigger occur when a player moves a unit into the + cell. + This can also be used as a 'Captured by' trigger when placed on a + structure (ie it will get fired when the building is taken over by + engineers). + The country is specified in the second parameter. + +2 Spied by +-------------- + This trigger must be attached to a structure for it to work. When a + spy infiltrates the structure, the trigger will be fired. It does not + appear to need a country associated with it; setting the second + parameter to -1 will still cause this trigger to be fired when the + player spies upon this building (as will setting the second parameter to + any other value). + Remember, some buildings can't normally be spied upon, but this can be + changed by setting Capturable=yes in the building's entry (see Changing + Red Alert Values for further information on this). + It doesn't seem to need any parameters. + +3 Thieved by +---------------- + Cannot seem to get it to work. + +4 Discovered by player +-------------------------- + This trigger must be attached to something (a structure or some type + of unit) for it to be activated. When the player first encounters this + unit/structure, the trigger will be activated. Encountered means + getting a unit in close enough so that the unit/structure is revealed. + This cannot be associated with a specific country, as only the player + can fire this trigger. You don't have to specify the player's country, + nor does this event require any parameters. + +5 House Discovered +---------------------- + This trigger does not need to be associated with anything. It takes + one parameter (the second parameter), which is the number of the country + with which to associate this trigger. When the country specified by the + parameter is discovered, this trigger will fire. Only the player can + fire this trigger, as the visual range of the player and AI countries + are co-extensive. + +6 Attacked by anybody +------------------------- + This trigger must be attached to something (a structure or some type + of unit) for it to be activated. When this unit/structure is attacked, + the trigger is fired. It does not matter which country does the + attacking. + It takes no parameters. + +7 Destroyed by anybody +-------------------------- + This trigger must be attached to something (structure or some type of + unit) for it to get activated. When the attached item is destroyed, by + any country, this trigger will activate. + It requires no parameters. + +8 Any event +--------------- + This trigger gets fired when any event at all is met. This may be + handy for setting mission start conditions, as it will always be fired + as soon as the mission begins. + It takes no parameters. + +9 Destroyed, Units, All +--------------------------- + This trigger gets fired when all the units of the specified country + are destroyed. Units include vehicles and infantry. + The country is specified in the second parameter. + Loaded LSTs (when they are not under control) are not included in this + check. + +10 Destroyed, Buildings, All +------------------------------- + This trigger gets fired when all the structures of the specified + country have been destroyed. Please note that civilian structures are + not counted for this (ie V05 etc). + The country is specified in the second parameter. + +11 Destroyed, All +-------------------- + This trigger gets fired when all the units and structures of the + specified country have been destroyed. In essence, it is a combination + of events 9 and 10. Like event 10, civilian structures are not counted + for this (ie V05 etc). + The country is specified in the second parameter. + +12 Credits exceed +-------------------- + When the number of credits currently held exceeds the value in the + second parameter, this trigger is activated. The second parameter is + the _actual_ number of credits to be exceeded (eg. 5000). + The team for which the credits are tested against is held in + part 2 of the trigger. + +13 Elapsed time (1/10th min) +------------------------------- + When the current time of the mission has passed the value in the + second parameter divided by 10, this trigger is activated. + +14 Mission timer expired +--------------------------- + This trigger gets fired when the global timer has reached zero. It + takes no parameters (so set them to -1). + +15 Destroyed, Buildings, # +----------------------------- + This trigger gets fired when the specified number of buildings have + been destroyed. Unlike the Destroyed, All and Destroyed, Buildings, All + trigger events, civilian buildings are included in the count for this + event. + The second parameter holds the number of buildings that need to be + destroyed. + To specify which country's buildings we are talking about, you must + set part 2 of the trigger (which country the trigger applies to) to the + appropriate country number. + The first parameter is not used (set it to -1). + +16 Destroyed, Units, # +------------------------- + This trigger gets fired when the specified number of units have been + destroyed. + The second parameter holds the number of units that need to be + destroyed. + To specify which country's units we are talking about, you must set + part 2 of the trigger to the appropriate country number. + The first parameter is not used (set it to -1). + +17 No factories left +----------------------- + When the specified country has no "factories" left, this trigger will + be fired. In Red Alert, a "factory" includes: construction yard (FACT), + air field (AFLD), barracks (BARR and TENT), and weapons factory (WEAP). + Helicopter pads (HPAD), dog kennels (KENN), ship yards (SYRD) and sub + pens (SPEN) are not counted as a "factory". + To specify which country's "factories" we are talking about, you must + set part 2 of the trigger to the appropriate country number. + This trigger event does not use any parameters, so set them to -1. + +18 Civilians evacuated +------------------------- + When a civilian infantry unit leaves the map, this trigger will + fire. Civilian units will leave the map when put into transport + helicopters. There seem to be two classes of civilian units, those that + obey the CivEvac entry in the [Basic] section, and those that do not. + More work needs to be done do determine whether this can be fired by + APCs and LSTs as well, and to determine which civilian units fall into + which class. + This does not take any parameters (set them to -1). However, you + need to set part 2 of the trigger to point to the country of the + civilian unit that will fire this trigger (see Available Red Alert + Countries for the numbers of the various countries). + +19 Build building type +------------------------- + The trigger is activated when the specified building is constructed. + For the list of available buildings in Red Alert and their associated + numbers, see Available Red Alert Buildings. Note that constructed means + placed on the map, not just purchased but placed. + The building number is placed in the second parameter. + +20 Build unit type +--------------------- + The trigger is activated when the specified vehicle is constructed. + Ships are not considered to be a vehicle by Red Alert (indeed, there is + no way to have a trigger fire on the construction of a ship type). For + the list of available vehicle types and their associated numbers, + see Available Red Alert Vehicles. + The unit number is placed in the second parameter. + +21 Build infantry type +------------------------- + The trigger is activated when the specified infantry unit is + constructed. + The attack dog is an infantry type. For the list of available + infantry types in Red Alert and the numbers associated with them, + see Available Red Alert Infantry Units + The infantry number is placed in the second parameter. + +22 Build aircraft type +------------------------- + The trigger is activated when the specified aircraft is constructed. + For the list of available aircraft types in Red Alert and their + associated numbers, see Available Red Alert Aircraft. + Note that the use of the spy plane, parabombs or paradrop by the + player will not cause this trigger to be activated, as this isn't seen + to be building the aircraft by Red Alert. + The aircraft number is placed in the second parameter. + +23 Leaves map (team) +----------------------- + The trigger is activated when the specified teamtype leaves the map. + A teamtype can be programmed to leave the map by having a Move action + that specifies a destination that is off the mission map. + The first parameter takes the number of the teamtype that is set to + leave the map. Remember that teamtype numbering starts from 0. + +24 Zone entry by +------------------- + Another trigger that seems to only be usable in celltriggers. When + the "zone" of the cell to which this trigger action is attached is + entered, the trigger gets fired. + The second parameter takes the number of the country which will + activate the trigger when it enters the "zone". + The real question becomes (for this trigger event and the trigger + action Reveal zone of waypoint): what is the "zone"? See the What is + the Zone of a cell? section for an explanation of the "zone". + +25 Crosses horizontal line +----------------------------- + Cannot seem to get it to work. Have tried passing waypoints and + absolute cells as parameters, but nothing works. This is not used + in any of the original Red Alert missions. + +26 Crosses vertical line +--------------------------- + Cannot seem to get it to work. Have tried passing waypoints and + absolute cells as parameters, but nothing works. This is not used in + any of the original Red Alert missions. + +27 Global is set +------------------- + The trigger is activated when the specified global value is in the + 'set' position. + The second parameter holds the number of the global value to test + against. + +28 Global is clear +--------------------- + The trigger is activated when the specified global value is in the + 'clear' position. + The second parameter holds the number of the global value to test + against. + +29 Destroyed, Fakes, All +--------------------------- + Cannot get it to work correctly - it always seems to be fired straight + away. This is not used by Westwood in their missions. + +30 Low power +--------------- + This trigger is fired when the specified country is low on power. + The country to test for low power is specified in the second + parameter. + +31 All bridges destroyed +--------------------------- + This trigger is fired when all of the bridges on the map have been + destroyed. Naturally, indestructible land bridges are not counted for + this event, only those concrete bridges that can be damaged and + destroyed. + This event does not require any parameters. + +32 Building exists +--------------------- + This trigger is fired if a particular building is currently on the + map, for a particular country. + The second parameter holds the building number (see Available Red + Alert Buildings for this list). + Part 2 of the trigger holds the country number. + + +[4-13-3] Available Trigger Actions +=================================== + The following are the available trigger actions in Red Alert: + + Action Text + #'s Version + ------------------------ + 0 No action + 1 Winner is + 2 Loser is + 3 Production begins + 4 Create team + 5 Destroy team + 6 All to hunt + 7 Reinforcement (team) + 8 Drop zone flare (waypoint) + 9 Fire sale + 10 Play movie + 11 Text trigger (ID number) + 12 Destroy trigger + 13 Autocreate begins + 15 Allow win + 16 Reveal all map + 17 Reveal around waypoint + 18 Reveal zone of waypoint + 19 Play sound effect + 20 Play music theme + 21 Play speech + 22 Force trigger + 23 Timer start + 24 Timer stop + 25 Timer extend (1/10th min) + 26 Timer shorten (1/10th min) + 27 Timer set (1/10th min) + 28 Global set + 29 Global clear + 30 Auto base building + 31 Grow shroud one 'step' + 32 Destroy attached building + 33 Add 1-time special weapon + 34 Add repeating special weapon + 35 Preferred target + 36 Launch nukes + +There is no trigger action number 14. + +Descriptions of how these trigger action work, and what they do follows: + +0 No action +--------------- + No action is associated with this trigger. This is usually used when + you don't want a secondary trigger. + +1 Winner is +--------------- + The associated country wins the mission. If this country is not the + player's country, then the player will lose if this trigger is fired. + The third parameter holds the country number. + +2 Loser is +-------------- + The associated country loses the mission. If this country is not the + player's country, then the player will win the mission if this + trigger is fired. However, this also causes the game to crash (at least + in some cases). Only associate the player's country with this action. + The third parameter holds the country number. + +3 Production begins +----------------------- + The specified country is able to start production of units and + buildings. If the country does not have production turned on, it cannot + create anything, even if another trigger tells it to. Production cannot + be turned off once it has been turned on. At the beginning of each + mission, production is turned off. Even if "auto-base building" has + been triggered, the country still needs a production trigger before it + can begin producing anything. + The third parameter takes the number of the country. + +4 Create team +----------------- + When activated, the country owning the specified teamtype will attempt + to make the specified teamtype. If it does not have the required + buildings (war factory/barracks) or the requisite units on the map, + this construction will fail. The computer player is not required to have + the prerequisite buildings that the human player must have (i.e. it can + build mammoth tanks without having a service depot), nor is it limited to + what that country would normally be able to build. The USSR could build + light tanks and mobile gap generators if the teamtype called for it, as + England could produce mammoth tanks. + When creating a team, the computer country will first look around + the map to see if there is currently a unit on the map of the specified + type that is not currently in a teamtype and not engaged in a non- + recruitable activity. If there is such a unit, it will be used as part of + the team being created. + The computer will always build additional units after it has created + the teamtype. + Note that computer players with high IQ levels will automatically + create units for themselves that are not specified in teamtypes, nor + which are called to be produced by Create Team commands. + The first parameter takes the number of the teamtype that is to be + created. + +5 Destroy team +------------------ + When activated, the specified teamtype is destroyed, logically. This + means that the units in the specified teamtype no longer perform the + actions of the teamtype, and the computer can use them when creating + new teamtypes. The units in the team will complete the action they were + engaged in when destroyed, and once that action has been completed will + just stay where they were located when the teamtype was destroyed, + presumably in guard mode. All the instances of a particular teamtype + will be destroyed when this trigger action is fired. + The first parameter takes the number of the teamtype to destroy. + Remember, the numbering of teamtypes starts at zero. + +6 All to hunt +----------------- + When this trigger action is fired, all of the units of the specified + country are set to the action Hunt. This causes those units to seek out + their enemies and destroy them. + The third parameter holds the country number that should be set to + hunt. + +7 Reinforcement (team) +-------------------------- + This brings in the specified teamtype to the specified waypoint. + The first parameter holds the teamtype to be used as the + reinforcements. Remember, the first occurrence in the [teamtype] + section is numbered 0, not numbered 1. + If the teamtype includes a transport helicopter (probably also an APC + or LST), then you can specify the waypoint at which to drop them off by + using the third parameter. + See the section 'How to get units appearing out of buildings' on how + to do as the title suggests. + +8 Drop zone flare (waypoint) +-------------------------------- + This drops a green flare at the specified waypoint, and reveals a + small section of the map around that point. The area revealed is + smaller than that revealed by trigger event 17. + The third parameter takes the waypoint at which to drop the flare. + +9 Fire sale +--------------- + This has the associated country sell off all of their structures. It + takes as its third parameter the country number that is to sell off + its buildings. + Please note that it is possible to have the player's buildings sold in + this way. + It is only the third parameter that determines which country sells + their buildings, part 2 of the trigger has no effect. + +10 Play movie +---------------- + This has Red Alert play the specified movie as soon as the trigger is + activated. Be aware that sounds from the mission can persist into the + first few moments of the movie, as they are not stopped (so if you get + reinforcements and play a movie because of it, the "Reinforcements have + arrived" sound will persist into the start of the movie). + See Available Red Alert Movies for the complete listing of movies + available. + The number of the movie to be shown is stored in the third parameter. + If the third parameter holds a movie number that does not exist on the + cdrom that is currently in the drive, then all that will happen is that + the screen will quickly flash to black, and return normally. + +11 Text trigger (ID number) +------------------------------ + Displays a short text message in the upper left corner of the screen. + The text itself is stored in the tutorial.ini file (see Tutorial.ini). + The third parameter holds the text ID number. + +12 Destroy trigger +--------------------- + The specified trigger is destroyed. This is especially useful if you + want to have a trigger repeat until some action occurs that will halt + that trigger. + The second parameter holds the number of the trigger to destroy + (remember, trigger numbering starts from 0). + +13 Autocreate begins +----------------------- + The specified country has its autocreation ability turned on. The use + of autocreate is tricky, and is controlled through the various teamtypes + used. + The third parameter takes the number of the country for which to turn + on autocreation. + +15 Allow win +--------------- + Similar to global variables. Used when you want a specific objective + to be met before the mission is accomplished. In other words, if the + trigger with this action assigned to it hasn't been fired, but the + actual WIN trigger has been fired, the mission will not end until this + "allow win" trigger is fired. + The third parameter takes the country number that must meet this win + condition. On further examination, it may be that this does not take + any parameters at all (ie the parameters can all be set to -1). + However, I am unsure of this. + +16 Reveal all map +-------------------- + Reveals the entire map when the trigger is fired. + It takes no parameters. + +17 Reveal around waypoint +---------------------------- + Reveals the area around the specified waypoint. The area revealed + around the specified waypoint seems to be quite large. + The third parameter holds the waypoint. + +18 Reveal zone of waypoint +----------------------------- + Reveals the area that is considered to be the "zone" of the specified + waypoint. See "What is the Zone of a cell?" for a discussion on what + makes up the "zone". + The third parameter holds the waypoint. + +19 Play sound effect +----------------------- + Plays the specified sound effect. See "Available Red Alert Sound + Effects" for a listing of the available sound effects. + The third parameter holds the sound effect number. + +20 Play music theme +---------------------- + When this trigger is fired, the specified piece of music is played. + See Available Red Alert Songs for the list of song numbers that you want + to play. + The third parameter holds the song number to play. This only seems + to work when there is no other music currently playing. + +21 Play speech +----------------- + Plays the specified piece of speech. See Available Red Alert Speeches + for a listing of the available speeches. + The third parameter holds the speech number. + +22 Force trigger +------------------- + The specified trigger is fired. The trigger that is pointed to + usually has both trigger events set to 0 (no event) so that it cannot + otherwise be triggered, but this does not have to be the case. + The second parameter holds the trigger number. Remember, the first + trigger in the [Trigs] section is number 0, the second number 1, etc. + A destroyed trigger may still be forced. + +23 Timer start +----------------- + The global mission timer is started (the timer is shown). + It takes no parameters (set them to -1). + +24 Timer stop +---------------- + The global mission timer is stopped (the timer is no longer shown). + It takes no parameters (set them to -1). + +25 Timer extend (1/10th min) +------------------------------- + The global mission timer has its duration extended by the specified + duration. The duration specified is in tenths of a minute (i.e. 60 + would extend the timer by 1 minute, etc). + The third parameter takes the duration to add to the global mission + timer. + +26 Timer shorten (1/10th min) +-------------------------------- + The global mission timer has its duration decreased by the specified + duration. The duration specified is in tenths of a minute (i.e. 600 + would shorten the timer by 10 minutes, etc). + The third parameter takes the time to remove from the global mission + timer. + +27 Timer set (1/10th min) +---------------------------- + This sets the global timer to the specified time, and begins the + count-down immediately. + The third parameter takes the time to set it to, in tenths of a + minute, eg 60 will set the timer to 6 minutes, 600 to 60 minutes, etc. + +28 Global set +---------------- + The specified global value is placed in the 'set' position. + The third parameter takes the number of the global value to place in + the 'set' position. + +29 Global clear +------------------ + The specified global value is placed in the 'clear' position. + The third parameter takes the number of the global value to place in + the 'clear' position. + +30 Auto base building +------------------------ + Having this as a trigger action essentially puts that computer player + into 'skirmish' mode. The computer player will begin to build any new + buildings and units that it feels it ought to have. Given a large + enough supply of money, it will eventually build massive amounts of + units and structures, the result of which is to bring the game to an + incredibly slow level of play. The computer player will not be + limited to constructing structures specified in the [Base] section, nor + building units contained in teamtypes. + The third parameter holds the number of the country you want to put + into this mode. + +31 Grow shroud one 'step' +---------------------------- + The shroud is increased by one cell all around its border. It takes + no parameters (set them all to -1). + +32 Destroy attached building +------------------------------- + All buildings that have this trigger attached to them explode. It + takes no parameters (set them all to -1). + +33 Add 1-time special weapon +------------------------------- + This is used to give the specified country access to one of the + special weapons, the list of which is available in the section Red Alert + Special Weapons. + Please note that the country still has to wait for the charge-up + period to pass before they are able to use this special weapon. + The third parameter is used to specify which of the special weapons to + give the team. + You specify which team gets this special weapon through part 2 of the + trigger. + +34 Add repeating special weapon +---------------------------------- + This seems not to work. It brings up the sidebar as if it were adding + something to it, but nothing new appears there. + +35 Preferred target +---------------------- + Not fully tested, but it seems to decide what this country should be + targeting from the passed parameter. See Available Target Types for the + numbering. + The third parameter takes the number of the target type. + I am unsure as to which parameter takes the country number, or even + if the computer obeys this command. + +36 Launch nukes +------------------ + Contrary to what you might think, this does not cause the computer + players to launch A-Bombs, at least not in the way you would normally + want. When this trigger is fired, all Missile Silos on the map will + open up and fire an A-Bomb (this includes those Missile Silos that are + owned by the human). When these A-Bombs are launched, you get the + normal voice warning about this occuring, but the A-Bombs never land, + and hence do no damage to anything. + When this is action is activated, the A-Bombs will be launched without + thought to whether the country owning the Missile Silo actually has + waited the necessary time to construct the missile. This means that you + could, for example, have this happen every five seconds if you wanted to + annoy the human palyer that much. Having an A-bomb launched this way + does not reset the countdown timer (at least for the human player). + This action takes no parameters (set them all to -1). + + +[4-14] [TeamTypes] Section +========================== + Teamtypes are used to tell the computer player what units they should + be building, and how they should be constructing those units. Each + teamtype contains a list of units and a list of commands to carry out, + but also a number of variables, each of which alters the behaviour of + that teamtype, whether it be how the teamtype is created, or how it + behaves after it has been created. + It is these additional behavioural modifiers that make it rather + tricky to completely determine a teamtype's behaviour. + + An example of a [TeamType] entry is: + satk2=2,1,15,0,1,-1,-1,2,E1:1,E2:1,4,16:13,0:8,0:2,0:1 + + The form for [TeamType] entries is: + tname=1,2,3,4,5,6,7,8,AA,9,BB + +Each section of the teamtype entry is described below: + +tname +----- + This is just a name for the teamtype, so that you can know what they + are. It can be any combination of alphanumeric letters and symbols, + except spaces. + +1 (country) +----------- + This holds the numeric value of the country that owns this teamtype. + See Available Red Alert Countries for the list of country numbers. + +2 (teamtype characteristics) +---------------------------- + The 2nd teamtype number determines five different team + characteristics. It is the decimal equivalent of a five digit binary + sequence: ABCDE. + A = destroyed members of this team are replaced + B = an inactive duplicate of this team is produced + C = this is an autocreate team + D = this team executes orders regardless of enemy actions + E = this team takes evasive action + + In all cases 1 = yes, 0 = no + + E.g.: yes,no,yes,no,yes = 10101 = + 2^4*1 + 2^3*0 + 2^2*1 +2^1*0 + 2^0*1 = + 16 + 0 + 4 + 0 + 1 = 21 + + A team taking evasive action will avoid, where possible, enemy radii + of visiblity or guard. A team executing orders regardless of enemy + action will not stop to engage in fire-fights with enemy units, though + it may let off some pot-shots en route. + + Here is the full table of available values that this teamtype number + can validly contain. You use the middle number in the teamtype entry. + The third column contains the various characteristics this teamtype will + possess, using the five values above. + + Raw Value Number Characteristics + ----------------------------------- + 00000 0 (nothing special) + 00001 1 E + 00010 2 D + 00011 3 D+E + 00100 4 C + 00101 5 C+E + 00110 6 C+D + 00111 7 C+D+E + 01000 8 B + 01001 9 B+E + 01010 10 B+D + 01011 11 B+D+E + 01100 12 B+C + 01101 13 B+C+E + 01110 14 B+C+D + 01111 15 B+C+D+E + 10000 16 A + 10001 17 A+E + 10010 18 A+D + 10011 19 A+D+E + 10100 20 A+C + 10101 21 A+C+E + 10110 22 A+C+D + 10111 23 A+C+D+E + 11000 24 A+B + 11001 25 A+B+E + 11010 26 A+B+D + 11011 27 A+B+D+E + 11100 28 A+B+C + 11101 29 A+B+C+E + 11110 30 A+B+C+D + 11111 31 A+B+C+D+E + +3 (unknown) +----------- + The influence of this number is not apparent. Westwood almost + invariably uses "7" for a reinforcement from off map, "10" for a + reinforcement from on map. Other patterns are discernible, but no + difference in results has ever been observed by setting this number at + random. + +4 (unknown) +----------- + Westwood uses "0", and very rarely "1" or "2". Again, it's influence + is not known outside of WWS. + +5 (maximum number of instances of the teamtype) +----------------------------------------------- + If the team is an autocreate type as specified by the second number, + this is the maximum number of instances of this team that may exist + concurrently. + + If the team is not of the autocreate type, this functions as a trigger + to make the team. Still, it denotes the same maximum. + +6 (waypoint for team appearance) +-------------------------------- + If you are using this team in a Reinforcement trigger, then this holds + the waypoint at which you want the team to appear. You must make sure + that the waypoint you specify here is included in the [Waypoints] + section, otherwise Red Alert will crash (badly). + Set this to -1 if you are not going to use it. + +7 (trigger to attach) +--------------------- + This value holds the trigger that you want to attach to the teamtype. + If you do not wish to attach a trigger to the teamtype, set this number + to -1. Remember, numbering of triggers starts at 0. + This is useful when you want an action to occur when a teamtype is + attacked or destroyed, for example, although more complicated manoeuvers + are possible. + +8 (how many different unit types there are) +------------------------------------------- + This number tells the parser how many different types of units to + expect in this TeamType entry (in section AA). + +AA (list of units in the team) +------------------------------ + This is a comma-delimited list of the units that will make up this + team. There must be as many entries in this list as was specified in + part 8 of the TeamType. Each entry in this list has the form X:Y where + X is the abbreviated version of the unit, and Y is the number of units + of that type. + For the abbreviations of the units, see sections: Available Red Alert + Vehicles, Available Red Alert Infantry, Available Red Alert Aircraft, + and Available Red Alert Ships. + Each team can be made up of a collection of infantry, vehicles, + aircraft and ships. Trucks will not combine with other types in a team. + +9 (how many commands this team has) +----------------------------------- + This number tells the parser how many commands this team is being + assigned (in section BB). + +BB (list of commands to the team) +--------------------------------- + This is a comma-delimited list of the actions that this team will be + asked to perform. There must be as many entries in this list as was + specified in part 9 of the TeamType. Each entry in this list has the + form X:Y, where X is the number of the action to perform, and Y is the + value passed to this action. + For the available actions that can be performed by the team, see + the section Available Team Actions. This will also tell you what form + the Y value must take. + + +[4-14-1] Available TeamType Actions +==================================== + These are the available actions that teams in the [TeamTypes] section + can perform: + + #'s Short Description + ---------------------- + 0 Attack + 1 Attack Waypoint + 2 Change Formation to + 3 Move to waypoint + 4 Move to cell + 5 Guard area (1/10th min) + 6 Jump to line # + 7 Attack Tarcom + 8 Unload + 9 Deploy + 10 Follow friendlies + 11 Do this + 12 Set global + 13 Invulnerable + 14 Load onto transport + 15 Spy on building @ waypoint + 16 Patrol to waypoint + +These are discussed in more detail now: + +0 Attack +----------- + This determines what you want the teamtype to attack. See Available + Target Types for the various types of targets that you can give a + teamtype. + +1 Attack Waypoint +-------------------- + The units in the team will go and attack the specified waypoint. If + the unit has the Infiltrate ability, then it will attempt to enter the + building. This will happen even if the country owning the units in this + teamtype owns the building at the waypoint. + If the unit has the C4 ability, it will blow up the building at the + specified waypoint. + The value passed to this action is the waypoint at which you want the + teamtype to attack. + If there is no building at the specified waypoint, the teamtype will + not activate correctly (usually they will just sit in their last + position). + +2 Change Formation to +------------------------ + When given this command, the units in this teamtype will attempt to + change formations to the one specified. See Available Unit Formations + for the listing of formations and their appropriate numbering. + +3 Move to waypoint +--------------------- + The units in the team are to move towards the specified waypoint. + The value passed to this action is the waypoint to which the team + is to move. + +4 Move to cell +----------------- + The units in the teamtype will move towards the specified cell. Why + you would want to use this over Move to waypoint beats me, but I would + guess that there are some occasions where you may want to specify an + absolute cell. + The value passed to this action is the cell to which the teamtype is + to move towards. + +5 Guard area (1/10th min) +---------------------------- + The units in the team will stay where they are and be on the look-out + for enemy units that come near them. If an enemy unit comes into their + guard range, they will go and intercept the enemy. + The value passed to this action is the number of time units you want + them to be on guard for (in steps of one tenth of a minute). + +6 Jump to line # +------------------- + You use this to get repeating actions for the teamtype. The parameter + passed is the action number of the teamtype that you want to jump to. + The first action of a teamtype is numbered 0, the second 1, etc. If you + jump to number 0, you get the teamtype repeating all the commands it + has, looping forever (good for setting up patrol routes). You don't + have to repeat all the action, of course, you could, for example, skip + to action number 2, which would ignore the first two action commands, + and just go from the third. + +7 Attack Tarcom +------------------ + Team moves to top left of map and fires at an off-screen target. + +8 Unload +----------- + If the team contains units that are currently being stored in a + transport of some type (TRAN, APC, LST etc), then passing the team + this command will make the units inside the transport disembark. + It is not passed a value, so set that to 0. + If the teamtype contains a minelayer, the unload command will cause + the minelayer to lay down a mine at its current position. + +9 Deploy +----------- + If the unit in the team is an MCV, sending it this command will cause + it to deploy itself into a construction yard at its present location. + It is not passed a value, so set that to 0. + +10 Follow friendlies +---------------------- + The unit(s) in this team will follow the nearest friendly unit + when that friendly unit starts to move. This following doesn't appear + to be permanent. + It is not passed a value, so set that to 0. + +11 Do this +------------ + The units in the team will perform the following actions. Not all of + these work, and some are made obsolete by other teamtype action + commands. They are actually the same commands as a units can be given + when being placed on the map. See Available Initial Unit Commands for + the listing of the numbering of the possible values you can use here. + +12 Set global +--------------- + The specified global variable is placed into the 'set' position. Pass + this command the number of the global variable that you wish to set. + +13 Invulnerable +----------------- + The units in this teamtype have the Iron Curtain cast on them. + It does not matter whether there is one unit or five units in the + teamtype; all will have the Iron Curtain cast on them (normal rules + about what can be IC'd still apply). + This means that the side does not have to wait for the Iron Curtain to + recharge like the player must. + It is not passed a value, so set that to 0. + +14 Load onto transport +------------------------ + If there is a transport unit (such as an APC etc), then infantry + units in this teamtype will attempt to load onto that transport. The + infantry units travel to the transport unit, not the other way around. + If the transport unit is something like an LST, then vehicles will do + the same thing (travel to the transport and load). + It is not passed a value, so set that to 0. + I have not been able to get a teamtype to load onto a transport, + unload somewhere, and then load again. If the teamtype was given a Move + command after the teamtype unloaded, only the transport moved, which + suggests that the infantry units (or vehicle units for an LST) are no + longer considered to be part of the same teamtype. + +15 Spy on building @ waypoint +------------------------------- + +16 Patrol to waypoint +----------------------- + Similar to Move to waypoint, it takes as its parameter the waypoint to + patrol to. It differs from the Move command in that the units in the + teamtype will move out of their patrol route to actively go and engage + enemy units and buildings that are within their patrol range as they + move to the waypoint. + WARNING: Having the teamtype patrol to a waypoint takes up + considerable processing power, as it scans for enemy units with each + step it takes. If you have more than 1 or 2 teamtypes doing this action + at the same time, it will introduce some jerkiness to Red Alert (on a + P166). If you have a lot of teamtypes performing patrols to waypoint at + the same time, Red Alert will crawl. + + +[4-15] [MapPack] Section +========================= + This section of the ini file contains the information about the full + map for your mission. It is encoded in base64, but as the terrain + editor created this section for you, there is not that much to know. + The encoding method for the [MapPack] section has been cracked. Take + a look at the Internet Resources for a site that carries information on + how to decode this section after the base64 decryption. + + +[4-16] [OverlayPack] Section +============================= + Overlays are those sections of the map that are placed on top of the + map, such as gold and gems and walls. I assume that it is also encoded + in base 64. The terrain editor takes care of this section as well. + The encoding method for the [OverlayPack] section has been cracked. + Take a look at the Internet Resources for a site that carries + information on how to decode this section after the base64 decryption. + + +[4-17] [Digest] Section +======================== + This appears to be some form of checksum for the file when it is saved + in the terrain editor. If you edit a file with a [Digest] section, then + Red Alert will pop up an error saying the scenario may be corrupt, but + otherwise behave normally. It is best to delete the [Digest] section. + + +[4-18] [Briefing] Section +========================== + You can use the [Briefing] section in a mission's .ini file to specify + the briefing you want for that mission by putting any sort of + mission.ini file into the Red Alert directory. However, the mission.ini + entry will take precedence over that in the [Briefing] section. + Using this method is much easier than using the mission.ini file + method, as anyone playing a new mission just needs a blank mission.ini + file in the directory. This blank file will override all the scXXXeX + mission briefings, and the new missions can then get the briefings from + within their own .ini files instead, by using the [Briefing] section. + The format of this section is the same as a mission.ini entry. + eg. [Briefing] + 1=Your Briefing Goes Here + 2=Etc Etc @@ Good Luck + + +[4-19] [Overlay] Section +========================= + Instead of storing the map overlays in the [OverlayPack] section, + setting the NewINIFormat variable in the [Basic] section to the correct + variable allows the use of the [Overlay] section. It is formatted like + the original C&C [Overlay] section. + + This section will not be explained in this document due to the + presence of the [OverlayPack] section. If a map editor is released that + requires this section be explained, then this section will be revised. + + + +------------------- +CHAPTER [5] Tables +------------------- + +[5-1] Available Red Alert Movies +================================= + These are the names and numbers of all the video clips in RA. The + movie numbers are placed in the third parameter of the trigger action): + + Movie Plays on Plays on +Names #'s Soviet Allies Descriptions +-------------------------------------------------- +AAGUN 0 yes yes anti-aircraft guns firing at yaks + while barracks get strafed +MIG 1 yes no MIG flying along and shooting tank +SFROZEN 2 yes no dead (Soviet) soldier in bunker in + snow +AIRFIELD 3 yes no yak moving out of hanger onto + airstrip with lots of other yaks +BATTLE 4 no yes destroyed tanks, jeeps etc on field + (ends with tank exploding) +BMAP 5 yes yes dagger falling onto map of Europe, + filling it red (Soviet win video) +BOMBRUN 6 yes no bombing run by badger bomber onto + building +DPTHCHRG 7 yes no depth charge attack on sub +GRVESTNE 8 no yes gravestone of Tanya +MONTPASS 9 no yes convoy of 3 trucks +MTNKFACT 10 yes no construction of heavy/mammoth tank +CRONTEST 11 no yes chronosphere in action (expanding + blue field engulfs units) +OILDRUM 12 no yes looking through binoculars into + base, tank fires shell into barrel + that explodes + +ALLYEND 13 no yes allied ending (Stalin found but left + buried) +RADRRAID 14 yes no 2 tanks attacking radar dome and + pillboxes +SHIPYARD 15 no no ****NOT ON EITHER DISK**** +SHORBOMB 16 no yes cruiser tactical display and then + bombing shore target +SITDUCK 17 yes no sub attacking cruiser (2 torpedo hits) +SLNTSRVC 18 yes no sub glides past, along ocean floor +SNOWBASE 19 no no ****NOT ON EITHER DISK**** +EXECUTE 20 yes no firing squad kills person in snow +REDINTRO 21 yes yes Red Alert's intro movie sequence +NUKESTOK 22 yes no mushroom cloud from A-bomb +V2ROCKET 23 yes no 2 V2 rockets being launched off ledge +SEARCH 24 yes no search lights being trained on + prison complex +BINOC 25 no yes man with binoculars looking at + heavy tanks travelling along road +ELEVATOR 26 no yes soviet lift going down (or up) +FROZEN 27 no yes dead (Allied) soldier in bunker +MCV 28 no yes MCV is snow (stops moving but + doesn't deploy) +SHIPSINK 29 no yes helicopter over water going to + damaged and sinking cruiser +SOVMCV 30 yes no MCV in snow (stops moving but + doesn't deploy) +TRINITY 31 no yes Eiffel Tower in foreground of + nuclear strike +ALLYMORF 32 yes yes morph into Allied symbol (Allied + win animation) +APCESCPE 33 no yes APC running away from burning base +BRDGTILT 34 no yes bridge over a river (snow) +CRONFAIL 35 yes yes chronosphere blowing up while trying + to activate +STRAFE 36 yes no yak strafing jeeps as they cross a + bridge +DESTROYR 37 no yes boats travelling up river (snow) +DOUBLE 38 yes no 2 MCV's travelling across grass field +FLARE 39 yes yes person signalling with flare, then + planes fly overhead (snow) +SNSTRAFE 40 yes no yak making strafing row of people + in village; teddy bear is dropped +LANDING 41 yes yes soviet tech. centre with 2 tesla coils + out front, transport helicopter + lands (snow) +ONTHPRWL 42 yes no sub moving along ocean floor +OVERRUN 43 no yes 2 soldiers in foxhole, they run out + just before tank runs over that + foxhole +SNOWBOMB 44 yes yes cruiser firing at base and hitting it +SOVCEMET 45 yes no gravestone with R.I.P on it +TAKE_OFF 46 yes no transport helicopter lifting off +TESLA 47 yes no tesla coil zapping medium tank +SOVIET8 48 yes no soviet briefing +SPOTTER 49 yes no binocular view of 3 soldiers +ALLY1 50 yes yes allied briefing +ALLY2 51 no yes allied briefing +ALLY4 52 no yes allied briefing +SOVFINAL 53 yes no soviet end video - Kane is the future! +ASSESS 54 no yes man in snow with binoculars watching + base; focuses on Iron Curtain +SOVIET10 55 yes no soviet briefing +DUD 56 no yes bird on nuclear missile that didn't + explode (in London?) +MCV_LAND 57 no yes helicopter landing in snow next to + truck +MCVBRDGE 58 yes no MCV moving across bridge +PERISCOP 59 yes no sub targeting cruiser through + periscope, and launching a torpedo + at it +SHORBOM1 60 no yes cruiser tactical display (see 16, + but it doesn't attack afterwards) +SHORBOM2 61 no yes cruiser pounding shore base +SOVBATL 62 yes no destroyed heavy tanks, APCs, + helicopters, with helicopters + flying overhead +SOVTSTAR 63 yes yes soviet star (Soviet win animation) +AFTRMATH 64 no yes binocular view of destroyed base; + focuses on destroyed Iron Curtain + (see 54) +SOVIET11 65 yes no soviet briefing +MASASSLT 66 no yes view of city, then tanks come + rolling in, followed by + helicopters (city is Soviet) +ENGLISH 67 **no** no ****NOT ON EITHER DISK**** +SOVIET1 68 yes yes soviet briefing +SOVIET2 69 yes no soviet briefing +SOVIET3 70 yes no soviet briefing +SOVIET4 71 yes no soviet briefing +SOVIET5 72 yes no soviet briefing +SOVIET6 73 yes no soviet briefing +SOVIET7 74 yes no soviet briefing +PROLOG 75 yes yes Einstein travelling back in time + to get Hitler +AVERTED 76 yes no computer room with 'meltdown + averted' message +COUNTDWN 77 yes no computer room with 'meltdown + imminent' message +MOVINGIN 78 yes no convoy of 3 trucks +ALLY10 79 no yes allied briefing +ALLY12 80 no yes allied briefing +ALLY5 81 no yes allied briefing +ALLY6 82 no yes allied briefing +ALLY8 83 no yes allied briefing +TANYA1 84 no yes Tanya about to be interrogated + (with needle) +TANYA2 85 no yes Tanya getting rescued (shooting guy) +ALLY10B 86 no yes allied briefing +ALLY11 87 no yes allied briefing +ALLY14 88 no yes allied briefing +ALLY9 89 no yes allied briefing +SPY 90 no yes Russian guard getting mugged by spy +TOOFAR 91 no yes bridge being blown up by commandos + in dingy +SOVIET12 92 yes no soviet briefing +SOVIET13 93 yes no soviet briefing +SOVIET9 94 yes no soviet briefing +BEACHEAD 95 yes no turret on beach attacking tanks as + they come out of an LST; pans out + to ocean where more LST wait +SOVIET14 96 yes no soviet briefing +SIZZLE 97 yes yes Land of Lore 2 preview +SIZZLE2 98 yes yes Bladerunner preview +Counterstrike only: +ANTEND 99 *counterstrike only* Queen ant dying in fire - ant end + movie. +ANTINTRO 100 *counterstrike only* "It came from Red Alert" - ant + intro movie. + + There are 3 videos that are on neither cdrom: SNOWBASE, SHIPYARD, and + ENGLISH. + SNOWBASE and SHIPYARD perform as other videos do when the wrong cdrom + is in the driver, but ENGLISH causes Red Alert to crash (at least the + Windows 95 version) when played from the Soviet cdrom (at least from + the Play Movie trigger). + It is likely for foreign language versions of Red Alert that the + ENGLISH video will have some other name. + + When a movie is specified with the Play Movie trigger and it does not + exist on the cdrom that is currently in the drive, there will be a brief + flash of black (if black can be considered to be a 'flashable' colour), + then the mission will resume. The exception is the ENGLISH movie, which + crashes on the Soviet disk. Do not specify a movie name/number that is + not on the current disk. + + +[5-2] Available Red Alert Songs +================================ +The following songs are available in Red Alert: + + #'s Abbrev. Song Title + --------------------------- + 0 BIGF226M Bigfoot + 1 CRUS226M Crush + 2 FAC1226M Face the Enemy 1 + 3 FAC2226M Face the Enemy 2 + 4 HELL226M Hell March + 5 RUN1226M Run For Your Life + 6 SMSH226M Smash + 7 TREN226M Trenches + 8 WORK226M Workmen + 9 DENSE_R Dense + 10 FOGGER1A Fogger + 11 MUD1A Mud + 12 RADIO2 Radio 2 + 13 ROLLOUT Roll Out + 14 SNAKE Snake + 15 TERMINAT Terminate + 16 TWIN Twin + 17 VERTOR1A Vector + 18 MAP Map Selection theme + 19 SCORE Score screen theme + 20 INTRO Intro theme + 21 CREDITS End Credits theme + + Counterstrike only: + 22 2ND_HAND 2nd_Hand + 23 ARAZOID Arazoid + 24 BACKSTAB Backstab + 25 CHAOS2 Chaos2 + 26 SHUT_IT Shut_it + 27 TWINMIX1 TwinMix1 + 28 UNDER3 Under3 + 29 VR2 VR2 + + Note that the song "AWAIT" mentioned in the rules.ini file in the + ThemeControl section does not actually exist. + + +[5-3] Available Red Alert Speeches +=================================== + For trigger action 21, the following are the spoken events (the speech + number is placed in the third parameter of the trigger action): + + Abbrev. #'s What is said + --------------------------------- + MISNWON1 0 "Mission accomplished" + MISNLST1 1 "Mission failed" + PROGRES1 2 "Unable to comply, building in progress" + CONSCMP1 3 "Construction complete" + UNITRDY1 4 "Unit ready" + NEWOPT1 5 "New construction options" + NODEPLY1 6 "Cannot deploy here" + STRCKIL1 7 "Structure destroyed" + NOPOWR1 8 "Insufficient power" + NOFUNDS1 9 "Insufficient funds" + BCT1 10 "Battle control terminated" + REINFOR1 11 "Reinforcements have arrived" + CANCLD1 12 "Cancelled" + ABLDGIN1 13 "Building" + LOPOWER1 14 "Low power" + NOFUNDS1 15 "Insufficient funds" + BASEATK1 16 "Our base is under attack" + NOBUILD1 17 "Unable to build more" + PRIBLDG1 18 "Primary building selected + none 19 (nothing) + none 20 (nothing) + UNITLST1 21 "Unit lost" + SLCTTGT1 22 "Select target" + ENMYAPP1 23 "Enemy approaching" + SILOND1 24 "Silos needed" + ONHOLD1 25 "On hold" + REPAIR1 26 "Repaired" (may be "repairing") + none 27 (nothing) + none 28 (nothing) + AUNITL1 29 "Airborne unit lost" + none 30 (nothing) + AAPPRO1 31 "Allied forces approaching" + AARRIVE1 32 "Allied reinforcements have arrived" + none 33 (nothing) + none 34 (nothing) + BLDGINF1 35 "Building infiltrated" + CHROCHR1 36 "Chronosphere charging" + CHRORDY1 37 "Chronosphere ready" + CHROYES1 38 "Chronosphere test successful" + CMDCNTR1 39 "Command Centre under attack" + CNTLDED1 40 "Control Centre deactivated" + CONVYAP1 41 "Convoy approaching" + CONVLST1 42 "Convoy unit lost" + XPLOPLC1 43 "Explosive charge placed" + CREDIT1 44 "Credits stolen" + NAVYLST1 45 "Naval unit lost" + SATLNCH1 46 "Satellite launched" + PULSE1 47 "Sonar pulse available" + none 48 (nothing) + SOVFAPP1 49 "Soviet forces approaching" + SOVREIN1 50 "Soviet reinforcements have arrived" + TRAIN1 51 "Training" + AREADY1 52 "A-bomb ready" + ALAUNCH1 53 "A-bomb launch detected" + AARRIVN1 54 "Allied reinforcements have arrived from the north" + AARRIVS1 55 "Allied reinforcements have arrived from the south" + AARIVE1 56 "Allied reinforcements have arrived from the east" + AARRIVW1 57 "Allied reinforcements have arrived from the west" + 1OBJMET1 58 "First objective met" + 2OBJMET1 59 "Second objective met" + 3OBJMET1 60 "Third objective met" + IRONCHG1 61 "Iron Curtain charging" + IRONRDY1 62 "Iron Curtain ready" + KOSYRES1 63 "Kosygin rescued" + OBJNMET1 64 "Objective not met" + FLAREN1 65 "Signal flare detected from the north" + FLARES1 66 "Signal flare detected from the south" + FLAREE1 67 "Signal flare detected from the east" + FLAREW1 68 "Signal flare detected from the west" + SPYPLN1 69 "Spy plane ready" + TANYAF1 70 "Tanya freed" + ARMORUP1 71 "Unit armour upgraded" + FIREPO1 72 "Unit firepower upgraded" + UNITSPD1 73 "Unit speed upgraded" + MTIMEIN1 74 "Mission timer initialised" + UNITFUL1 75 "Unit full" + UNITREP1 76 "Unit repaired" + 40MINR 77 "Forty minutes remaining" + 30MINR 78 "Thirty minutes remaining" + 20MINR 79 "Twenty minutes remaining" + 10MINR 80 "Ten minutes remaining" + 5MINR 81 "Warning, five minutes remaining" + 4MINR 82 "Warning, four minutes remaining" + 3MINR 83 "Warning, three minutes remaining" + 2MINR 84 "Warning, two minutes remaining" + 1MINR 85 "Warning, one minute remaining" + TIMERNO1 86 "Timer stopped" + UNITSLD1 87 "Unit sold" + TIMERGO1 88 "Timer started" + TARGRES1 89 "Target rescued" + TARGFRE1 90 "Target freed" + TANYAR1 91 "Tanya rescued" + STRUSLD1 92 "Structure sold" + SOVFORC1 93 "Soviet forces have fallen" + SOVEMP1 94 "Soviet empire selected" + SOVEFAL1 95 "Soviet empire has fallen" + OPTERM1 96 "Operation terminated" + OBJRCH1 97 "Objective reached" + OBJNRCH1 98 "Objective not reached" + OBJMET1 99 "Objective met" + MERCR1 100 "Mercenary rescued" + MERCF1 101 "Mercenary freed" + KOSYFRE1 102 "Kosygin freed" + FLARE1 103 "Signal flare detected" + COMNDOR1 104 "Commando rescued" + COMNDOF1 105 "Commando freed" + BLDGPRG1 106 "Building in progress" + ATPREP1 107 "Atom bomb prepping" + ASELECT1 108 "Allied forces selected" + APREP1 109 "A-bomb prepping" + ATLNCH1 110 "Atom bomb launch detected" + AFALLEN1 111 "Allied forces have fallen" + AAVAIL1 112 "A-bomb available" + AARRIVE1 113 "Allied reinforcements have arrived" + SAVE1 114 "Mission saved" + LOAD1 115 "Mission loaded" + + +[5-4] Available Red Alert Sound Effects +======================================== + These are the sound effects available for trigger action 19 (the sound + effect number is placed in the third parameter of the trigger action): + + Abbrev. #'s Type of sound effect + --------------------------------------------- + GIRLOKAY 0 Girl's voice: "Ok" + GIRLYEAH 1 Girl's voice "Yeah?" + GUYOKAY1 2 Guy's voice: "Ok" + GUYYEAH1 3 Guy's voice: "Yeah?" + MINELAY1 4 (mine laying sound? couldn't hear anything) + ACKNO 5 Russian voice: "Acknowledged" + AFFIRM1 6 Military voice: "Affirmative" + AWAIT1 7 Military voice: "Awaiting orders" + EAFFIRM1 8 Engineer's voice: "Affirmative" + EENGIN1 9 Engineer's voice: "Engineering" + NOPROB 10 "Of course" (Einstein's voice?) + READY 11 Military voice: "Ready and waiting" + REPORT1 12 Military voice: "Reporting" + RITAWAY 13 Military voice: "At once" + ROGER 14 Military voice: "Agreed" + UGOTIT 15 Military voice: "Very well" + VEHIC1 16 (didn't hear anything) + YESSIR1 17 Military voice: "Yes sir?" + DEDMAN1 18 Man's death sound + DEDMAN2 19 Man's death sound + DEDMAN3 20 Man's death sound + DEDMAN4 21 Man's death sound + DEDMAN5 22 Man's death sound + DEDMAN6 23 Man's death sound + DEDMAN7 24 Man's death sound + DEDMAN8 25 Man's death sound + DEDMAN10 26 Man's death sound + CHRONO2 27 Sound of chronosphere being fired + CANNON1 28 Cannon shot + CANNON2 29 Cannon shot (tinier than #28) + IRONCUR9 30 Iron Curtain being fired + EMOVOUT1 31 Engineer's voice: "Moving out" + SONPULSE 32 Sonar pulse sound + SANDBAG2 33 Sandbag being squashed + MINEBLO1 34 Mine's 'ping' sound + CHUTE1 35 Sound of torpedo being launched? + DOGY1 36 Dog's bark + DOGW5 37 Dog's whine + DOGG5P 38 Dog's growl + FIREBL3 39 Fireball sound (or something very similar) + FIRETRT1 40 Another fire sound? + GRENADE1 41 Sound of grenade being thrown? + GUN11 42 Machine gun sound (5 quick shots) + GUN13 43 Machine gun sound (8 or 9 very quick shots) + EYESSIR1 44 Engineer's voice: "Yes sir" + GUN27 45 Single gun shot + HEAL2 46 Medic's healing sound + HYDROD1 47 don't know (sound a bit like a steam press) + INVUL2 48 don't know + KABOOM1 49 An explosion + KABOOM12 50 An explosion + KABOOM15 51 An explosion + SPLASH9 52 Object falling into water + KABOOM22 53 Really large explosion + AACANON3 54 Sound of AAGun firing? + TANDETH1 55 Tanya death sound + MGUNINF1 56 Machine gun sound (6 or 7 quick shots) + MISSILE1 57 SAM missile firing + MISSILE6 58 missile firing sound + MISSILE7 59 missile firing sound (V2 rocket?) + x 60 (nothing) + PILLBOX1 61 sound of pillbox firing (machine gun sound) + RABEEP1 62 a beep + RAMENU1 63 a very short beep + SILENCER 64 single sniper shot + TANK5 65 cannon shot (very loud) + TANK6 66 cruiser firing sound (or may be artillery sound) + TORPEDO1 67 torpedo being launched + TURRET1 68 turret gun firing sound + TSLACHG2 69 tesla coil charging up + TESLA1 70 tesla coil firing + SQUISHY2 71 something getting squashed + SCOLDY1 72 very short beep + RADARON2 73 sound of radar coming on + RADARDN1 74 sound of radar going off + PLACBLDG 75 sound of building being placed + KABOOM30 76 an explosion + KABOOM25 77 an explosion + x 78 (nothing) + DOGW7 79 dog's whine + DOGW3PX 80 dog's growl + CRMBLE2 81 sound of something falling down/crumbling down + CASHUP1 82 short bleep + CASHDN1 83 short bleep + BUILD5 84 construction sounds + BLEEP9 85 long bleep sound + BLEEP6 86 bleep sound + BLEEP5 87 bleep sound + BLEEP17 88 bleep sound + BLEEP13 89 bleep sound + BLEEP12 90 bleep sound + BLEEP11 91 bleep sound + H2OBOMB2 92 big explosion (A-bomb going off?) + CASHTURN 93 sound of something being sold + TUFFGUY1 94 Tanya: "Chew on this" + ROKROLL1 95 Tanya: "Let's rock" + LAUGH1 96 Tanya laughing + CMON1 97 Tanya: "Shake it baby" + BOMBIT1 98 Tanya: "Cha-ching!" + GOTIT1 99 Tanya: "That's all you got?" + KEEPEM1 100 Tanya: "Kiss it bye-bye" + ONIT1 101 Tanya: "I'm there" + LEFTY1 102 Tanya: "Give it to me" + YEAH1 103 Tanya: "Yeah?" + YES1 104 Tanya: "Yes sir" + YO1 105 Tanya: "What's up?" + WALLKIL2 106 something (concrete wall being destroyed?) + x 107 (nothing) + GUN5 108 single cannon shot + SUBSHOW1 109 submarine 'decloaking' + EINAH1 110 Einstein: "Ya?" + EINOK1 111 Einstein: "Incredible" + EINYES1 112 Einstein: "Yes" + MINE1 113 explosion + SCOMND1 114 spy: "Commander" + SYESSIR1 115 spy: "Yes sir" + SINDEED1 116 spy: "Indeed" + SONWAY1 117 spy: "On my way" + SKING1 118 spy: "For king and country" + MRESPON1 119 medic: "Medic reporting" + MYESSIR1 120 medic: "Yes sir" + MAFFIRM1 121 medic: "Affirmative" + MMOVOUT1 122 medic: "Moving out" + BEEPSLCT 123 a bleep (deepish in pitch) + SYEAH1 124 thief: "Yeah?" + x 125 (nothing) + x 126 (nothing) + SMOUT1 127 thief: "Moving out" + SOKAY1 128 thief: "Ok" + x 129 (nothing) + SWHAT1 130 thief: "What?" + SAFFIRM1 131 thief: "Affirmative" + + Counterstrike only: + STAVCMDR 132 Stavros: "Commander?" + STAVCRSE 133 Stavros: "Of course" + STAVYES 134 Stavros: "Yes" + STAVMOV 135 Stavros: "Move out" + BUZY1 136 emergency buzzer sound + RAMBO1 137 Rambo (C&C voice): "I've got a present for ya" + RAMBO2 138 Rambo (C&C voice): "Ha ha ha ha" + RAMBO3 139 Rambo (C&C voice): "Real tough guy" + + +[5-5] Available Red Alert Countries +==================================== + The following countries are available in Red Alert: + + Abbrev. Name Number Colour + ----------------------------------- + SPN Spain 0 Yellow/gold + GRE Greece 1 Blue-grey + RED USSR 2 Red + ENG England 3 Green + UKA Ukraine 4 Orange + GER Germany 5 Khaki/light brown + FRA France 6 Aqua + TRK Turkey 7 Red-Ochre + GDI GoodGuy 8 Blue-grey + NOD BadGuy 9 Red + CIV Neutral 10 Yellow/gold + Special 11 Yellow/gold + MP1 Multi1 12 Yellow/gold + MP2 Multi2 13 Blue-grey + MP3 Multi3 14 Red + MP4 Multi4 15 Green + MP5 Multi5 16 Orange + MP6 Multi6 17 Khaki/light brown + MP7 Multi7 18 Aqua + MP8 Multi8 19 Red-Ochre + + Naturally, these colours are as they appear on my screen. Your + perception of them may differ. + + +[5-6] Available Red Alert Buildings +==================================== + The following buildings are available in Red Alert (although not all + of them can be built): + + #'s Abbrev. Name Has Icon + ------------------------------------------------- + 0 ATEK Allied Technology Centre yes + 1 IRON Iron Curtain yes + 2 WEAP Weapons Factory yes + 3 PDOX Chronosphere yes + 4 PBOX Pillbox yes + 5 HBOX Camouflaged Pillbox yes + 6 DOME Radar Dome yes + 7 GAP Gap Generator yes + 8 GUN Gun Turret yes + 9 AGUN Anti-Aircraft Gun yes + 10 FTUR Flame Turret yes + 11 FACT Construction Yard yes + 12 PROC Ore Refinery yes + 13 SILO Ore Silo yes + 14 HPAD Helicopter Pad yes + 15 SAM SAM Site yes + 16 AFLD Airfield yes + 17 POWR Power Plant yes + 18 APWR Advanced Power Plant yes + 19 STEK Soviet Technology Centre yes + 20 HOSP Hospital no + 21 BARR Barracks (Allied) yes + 22 TENT Barracks (Soviet) yes + 23 KENN Dog Kennel yes + 24 FIX Service Depot yes + 25 BIO Bio-Research Laboratory no + 26 MISS Technology Centre/Prison no + 27 SYRD Ship Yard yes + 28 SPEN Sub Pen yes + 29 MSLO Missile Silo yes + 30 FCOM Forward Command Post no + 31 TSLA Tesla Coil yes + 32 WEAF Fake Weapons Factory yes + 33 FACF Fake Construction Yard yes + 34 SYRF Fake Ship Yard yes + 35 SPEF Fake Sub Pen no + 36 DOMF Fake Radar Dome yes + x SBAG Sandbag yes + x CYCL Chain-link fence no + x BRIK Concrete wall yes + x BARB Barbed-wire fence no + x WOOD Wooden fence no + x FENC Barbed wire (the normal type) yes + 43 MINV Anti-vehicle mine no + 44 MINP Anti-personnel mine no + x V01 Church no + x V02 Han's and Gretel's no + x V03 Hewitt's Manor no + x V04 Ricktor's House no + x V05 Gretchin's House no + x V06 The Barn no + x V07 Damon's Pub no + x V08 Fran's House no + x V09 Music Factory no + x V10 Toymaker's no + x V11 Ludwig's House no + x V12 Haystacks no + x V13 Haystack no + x V14 Wheat Field no + x V15 Fallow Field no + x V16 Corn Field no + x V17 Celery Field no + x V18 Potato Field no + x V19 Oil Pump no + x *V20 **NO DESCRIPTION** no + x *V21 Abdul's House no + x *V22 Pablo's Wicked Pub no + x *V23 Village Well no + x *V24 **NO DESCRIPTION** no + x *V25 Church no + x *V26 Ali's House no + x *V27 Trader Ted's no + x *V28 Menelik's House no + x *V29 Prestor John's House no + x *V30 Village Well no + x *V31 Witch Doctor's House no + x *V32 Rikitikitembo's Hut no + x *V33 Roarke's Hut no + x *V34 Musaba's Hut no + x *V35 Aksum's Hut no + x *V36 Mambo's Hut no + x *V37 The Studio no + x BARL (single barrel) no + x BRL3 (cluster of 3 barrels) no + +Counterstrike only: + 84 QUEE Queen ant structure + 85 LAR1 Ant - single ant larva + 86 LAR2 Ant - two ant larvae + + While MINV and MINP do cause the trigger to be activated if they are + made buildable, placing a bought mine causes the construction yard to + go berserk and stops the further placement of any other buildings. + Those structures that have an 'x' where their number should be do not + activate the Build Building type trigger. + Any structure without an icon that is made buildable will get a + 'hall-of-mirrors' icon when displayed. This means that their icon will + be made up of bits of graphics from whatever was last displayed in + that section of the screen. + The civilian structures marked with a * (V20 to V37) do not have any + graphics displayed on either the SNOW or TEMPERATE theatres. In the + original Command and Conquer, they appeared only in the DESERT theatre, + which was not included in Red Alert. They are a left-over from C&C. + The civilian structure V20 and V24 not only have no description + associated with them, but they also are not selectable. + The two types of barrel and mines are not selectable. + + After some digging around, I have determined that the statement that + the V20 to V37 structures are left-overs from C&C days is not quite + true. It is true that they have no graphics, but there is a way of + providing your own graphics for them (see Section [7-14] Advanced + Editing: Just how extensible is Red Alert?) for more on this. + + +[5-7] Available Red Alert Infantry Units +========================================= + The following infantry units are in Red Alert (note that the attack + dog is treated as an infantry unit by Red Alert): + + #'s Abbrev. Name Has Icon + --------------------------------------------- + 0 E1 Rifle Infantry Yes + 1 E2 Grenadier Yes + 2 E3 Rocket Soldier Yes + 3 E4 Flamethrower Yes + 4 E6 Engineer Yes + 5 E7 Tanya Yes + 6 SPY Spy Yes + 7 THF Thief Yes + 8 MEDI Field Medic Yes + 9 GNRL General No + 10 DOG Attack Dog Yes + 11 C1 Joe No + 12 C2 Barry No + 13 C3 Shelly No + 14 C4 Maria No + 15 C5 Karen No + 16 C6 Steve No + 17 C7 Phil No + 18 C8 Dwight No + 19 C9 Erik No + 20 C10 Scientist No + 21 EINSTEIN Prof. Einstein No + 22 DELPHI Special 1 No + 23 CHAN Special 2 No + + The names of the civilian units are not normally visible, but can be + made visible be setting the NamedCivilians variable to yes in the + [General] section of the rules.ini file (or see the section Changing + Red Alert Values on how to do this for an individual mission). + + +[5-8] Available Red Alert Vehicles +=================================== + The following vehicles are available in Red Alert (please note that + ships are not counted as vehicles): + + #'s Abbrev. Name Has Icon + --------------------------------------------------- + 0 4TNK Mammoth Tank Yes + 1 3TNK Heavy Tank Yes + 2 2TNK Medium Tank Yes + 3 1TNK Light Tank Yes + 4 APC Armoured Personnel Carrier Yes + 5 MNLY Mine Layer Yes + 6 JEEP Ranger Yes + 7 HARV Ore Truck Yes + 8 ARTY Artillery Yes + 9 MRJ Mobile Radar Jammer Yes + 10 MGG Mobile Gap Generator Yes + 11 MCV Mobile Construction Vehicle Yes + 12 2VRL V2 Rocket Launcher Yes + 13 TRUK Convoy Truck *Yes* + + Counterstrike only: + 14 ANT1 First ant type No + 15 ANT2 Second ant type No + 16 ANT3 Third ant type No + + The convoy truck does have an icon, but it looks nothing like the unit + does in the game. It looks like the ranger's icon, except the rear part + of the ranger is exploding. This is only in the MS-DOS version of Red + Alert. The Window 95 version of Red Alert has a correct icon (the unit + on the icon actually looks like the convoy truck). + + +[5-9] Available Red Alert Aircraft +================================= + The following aircraft are available in Red Alert: + + #'s Abbrev. Names Has Icon + ------------------------------------------ + 0 TRAN Chinook Helicopter Yes + 1 BADR Badger Bomber Yes + 2 U2 Spy Plane Yes + 3 MIG MIG Attack Plane Yes + 4 YAK Yak Attack Plane Yes + 5 HELI Longbow Helicopter Yes + 6 HIND Hind Helicopter Yes + + The Badger Bomber and Spy Planes, if made buyable by the player, + cannot be selected and hence cannot be moved off the airfield. + + +[5-10] Available Red Alert Ships +================================= + The following ships are available in Red Alert (they don't have any + numbers because they cannot be used in triggers): + + Abbrev. Names Has Icon + ------------------------------------------ + SS Submarine Yes + DD Destroyer Yes + CA Cruiser Yes + LST Land-Sea Tank (transport) Yes + PT Gun Boat Yes + + +[5-11] Available Unit Formations +================================= + + These appear to be the formations that teamtypes can form: + + #'s Formation Description + ------------------------------- + 0 None ? + 1 Tight Very close grouping, slower units manage to keep up + with the faster ones. + 2 Loose Doesn't do much. + 3 Wedge North } + 4 Wedge East } See note below + 5 Wedge South } + 6 Wedge West } + 7 Line N/S Causes the units to spread out in a vertical line + and perform its next command (in that form unless an + obstacle breaks it). + 8 Line E/W The same as above, except it is a horizontal line. + 9 North ? + 10 East ? + 11 South ? + 12 West ? + 13 Air ? + + The Tight formation seems only to work with five infantry units - any + more and it stops. + Note about Wedge: The units will fan out and make a cone shape. The + 'point' of the cone faces in the direction specified. However, once + they form this formation the team seems to stay in that position, or at + most move to the next waypoint and then stop. I believe that this + formation is meant for guarding large areas of space, or it is just + plain buggy. The units will line up from the point and form two + diagonal lines. + + Additional note: to get the formations to work, you need to set them + *before* doing the move command. So, you would use something like + 2:3,3:21 to get a North Wedge at waypoint 21. As noted above, however, + it seems as though all actions following the next move command are + ignored. + + +[5-12] Available Red Alert Special Weapons +=========================================== + These are the special weapons that are available in Red Alert that can + be delivered through the use of a 1-time special weapon trigger action. + + #'s Name + ------------- + 0 Sonar Pulse + 1 Nuclear Strike + 2 Chrono-shift + 3 Parabomb + 4 Paratroopers + 5 Spy Plane + 6 Iron Curtain + 7 **GPS** + + A note on the GPS. While the icon appears as normal and it eventually + becomes active, the satellite will not automatically launch as it does + when the Allied tech. centre is built. If the icon is clicked upon, the + voice will say "Select target", but the cursor does not change into a + target cursor, and hence clicking on the map does not release the + satellite. + + +[5-13] Available Initial Unit Commands +===================================== + Each unit that appears on the map at the beginning of a mission has an + associated starting command. This command tells the unit what to do in + the time before it is given any orders by either the human player or + a computer player. The available commands are: + + #'s Command + -------------- + 0 Sleep + 1 Attack + 2 Move + 3 Qmove + 4 Retreat + 5 Guard + 6 Sticky + 7 Enter + 8 Capture + 9 Harvest + 10 Area Guard + 11 Return (unused) + 12 Stop + 13 Ambush (unused) + 14 Hunt + 15 Unload + 16 Sabotage + 17 Construction + 18 Selling + 19 Repair + 20 Rescue + 21 Missile + 22 Harmless + + Numbers 17, 18, 19 and 21 are undertaken by buildings only. + Not all of these commands actually have the unit/building do anything, + just like the original C&C. + The difference between Guard and Area Guard is that, in Area Guard, + the unit is much more vigorous in defending the area around it, and will + follow any units that come into its defending area. The following + behaviour lasts until it can attack its prey, whereupon the unit will + return to its original position (unless it caught up with the prey + within its initial guard zone, when it will attempt to destroy the + invader). + + Also, units in Area Guard mode seem not to be gathered from + the field when a Create Team command is issued. Those in Guard mode + will be gathered to create the new team (if they are required, of + course). + + +[5-14] Available Terrain Types +=============================== + The following are the valid terrain features: + + MINE ---} gold mine + BOXES01 ---} + BOXES02 } groups + BOXES03 } of + BOXES04 } boxes + BOXES05 ---} + ICE01 ---} + ICE02 } + ICE03 } ice + ICE04 } flows + ICE05 ---} + T01 ---} + T02 } + T03 } + T04 } + T05 } + T07 } + T07 } single + T08 } trees + T09 } + T10 } + T11 } + T12 } + T13 } + T14 } + T15 } + T16 } + T17 ---} + TC01 ---} + TC02 } clumps + TC03 } of + TC04 } trees + TC05 ---} + + The terrain type MINE is the goldmine that is used to stimulate ore + regrowth. + The terrain types T01 to T17 are single trees. + The terrain types TC01 to TC05 are clumps of trees. + The terrain types ICE01 to ICE05 are ice floes. + + The ICE01 to ICE05 graphics are visible in the terrain editor, but + cannot be placed in the terrain editor. They have the following + dimensions: + ICE01 2x2 + ICE02 2x1 (2 cells high) + ICE03 1x2 (2 cells wide) + ICE04 1x1 + ICE05 1x1 + + The terrain types BOXES01 to BOXES05 are various groups of boxes that + are used in the interior missions. Their graphics are only drawn when + using the INTERIOR theater (they seem to be totally discarded in the + other theaters, as the space where they are supposed to be can be walked + over). + + +[5-15] Available Smudge Types +============================== + The following are the available smudge types: + + CR1 ---} + CR2 } + CR3 } craters + CR4 } + CR5 } + CR6 ---} + SC1 ---} + SC2 } + SC3 } scorch + SC4 } marks + SC5 } + SC6 ---} + BIB1 ---} + BIB2 } dirt + BIB3 ---} patches + + The smudge effects CR1 to CR6 are various types of small craters. + The smudge effects SC1 to SC6 are various types of scorch marks. + The smudge effects BIB1 to BIB3 are the patches of dirt that appear at + the base of most buildings (the light coloured dirt). + + +[5-16] Available Target Types +============================== + These are the numbers that represent the various 'targets' in Red + Alert. The descriptions should be self-explanatory. + + #'s Short Description + ---------------------- + 1 Anything + 2 Buildings - any + 3 Harvesters + 4 Infantry + 5 Vehicles - any + 6 Ships - any + 7 Factories + 8 Base Defences + 9 Base Threats + 10 Power Facilities + 11 Fake Buildings + + + +-------------------------- +CHAPTER [6] Miscellaneous +-------------------------- + +[6-1] Tutorial.ini +=================== + All of the short text pieces that are displayed during Red Alert + missions are stored in a text file called tutorial.ini. This file is + part of the main.mix file, but if you put a tutorial.ini file in your + Red Alert directory, it will override the one in the redalert.mix file. + You can change the text of the entries already present without any + trouble. Keep the text that you want to display to a length of less than + that is specified in the file (41 characters). + The text number is placed in the third parameter of the trigger + actions. + You are able to include additional entries in the tutorial.ini file + of your own, you do not have to stick to the 65 entries in the original + tutorial.ini file. To add new entries is simple, just put in the new + lines of your own, for example: + 66=Wow, a new line of text + 67=Yet another home-grown message + + + The original tutorial.ini file follows: + + ----cut here---- DO NOT INCLUDE THIS LINE! +[Tutorial] +1=Objective 1 Complete +2=Objective 2 Complete +3=Objective 3 Complete +4=Defend Command Center +5=Destroy all Allied units and structures +6=Destroy all Soviet units and structures +7=Build your base + +;Specific text +;MAX is below! Don't exceed! +;X=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX + +8=Find Einstein. +9=Get Einstein to the helicopter +10=Clear the way for the convoy +11=Time is running out! +12=Convoy approaching +13=Destroy all bridges +14=Get Spy into War Factory +15=Destroy all SAM sites +16=Get Tanya to the helicopter +17=Capture Radar Dome +18=Destroy Sub Pens +19=Keep the Chronosphere on-line +20=Restore full power +21=Get a spy into Command Center +22=Bring Kosygin back to your base +23=INCOMING TRANSMISSION +24=Capture the Command center! +25=Get engineers to control computers +26=Clear the naval channel +27=Capture all Tech. centers +28=Destroy the Iron Curtain +29=Use engineers to operate computers +30=Re-program all generator computers +31=Hangar turret powering up. Standby +32=Turret deactivated +33=Acquire money to build your base +34=Destroy civilian forces and town +35=Secure the middle island +36=Get the convoy across the map +37=Run for it! +38=Capture the other tech. centers +39=Don't approach the Chronosphere! +40=Kill the enemy spy +41=Disrupt Allied communications +42=Get trucks to other shore +43=Get engineers to coolant stations! +44=Use main terminal to shut down core +45=Meltdown Imminent! +46=Destroy convoy truck +47=Destroy Allied naval base +48=Destroy Radar domes +49=Capture the Chronosphere! +50=Get spy into enemy tech. center + +;Death explanation text + +51=Einstein was killed +52=Tanya was killed +53=Radar Dome was destroyed +54=Command Center destroyed +55=Chronosphere self-destructed +56=All Engineers killed +57=Spy escaped +58=Time ran out +59=Convoy destroyed +60=Spy killed +61=Kosygin killed +62=Einstein was in tech. center +63=Not enough available power + +;misc + +64=Charge placed on Generator +65=Find and Rescue captured Engineers + ---cut here--- DO NOT INCLUDE THIS LINE! + + +[6-2] Mission.ini +================== + Each mission in Red Alert contains a brief text description of the + objective of the mission. These text descriptions are stored in a file + called mission.ini, which is stored in the main.mix file, but which can + be overridden if you place a file called mission.ini into your Red Alert + directory. + If you place a mission.ini file into your Red Alert directory, Red + Alert will use the mission briefings from this file rather than the + default ones found in the main.mix file. + If you are using the SkipMapSelect to add extra missions into the + original mission structure, then you can include the new missions' + briefings by adding sections into the mission.ini file. For example, + say you added a second level 1 Soviet mission (scu01eb) through the + use of SkipMapSelect. To get a briefing, you would add a [SCU01EB] + section to the mission.ini file and fill in the appropriate message. + I do not know the exact maximum length an entry can be. + You may notice the occurence of @'s in some of the briefings. These + are used to have the next bit of text start on the next line. It + appears to be the only piece of formatting available in the briefings + (@ is shift-2). Two @'s in a row will produce a blank line between two + sections of text. + You do not have to include entries for all the missions in your + mission.ini file, you could, for example, simply have [SCG01EA] and + [SCG02ea] entries if you just wanted to change the briefings for the + first two Allied missions. Any mission that you don't specify will be + used from the .mix version of the file, or from the [Briefing] section + of the mission's ini file, if it exists. + + The original mission.ini file follows: + + ---cut here--- DO NOT INCLUDE THIS LINE +[SCG01EA.INI] +1=Rescue Einstein from the Headquarters inside this Soviet complex. Once +2=found, evacuate him via the helicopter at the signal flare. Einstein and +3=Tanya must be kept alive at all costs. Beware the Soviet's Tesla Coils. +4=Direct Tanya to destroy the westmost power plants to take them off-line. + +[SCG02EA.INI] +1=A critical supply convoy is due through this area in 25 minutes, but +2=Soviet forces have blocked the road in several places. Unless you can +3=clear them out, those supplies will never make it to the front. The +4=convoy will come from the northwest, and time is short so work quickly. + +[SCG03EA.INI] +1=LANDCOM 16 HQS.@TOP SECRET.@TO: FIELD COMMANDER A9@@INTELLIGENCE +2=RECON SHOWS HEAVY SOVIET MOVEMENT IN YOUR AREA. NEARBY BRIDGES ARE +3=KEY TO SOVIET ADVANCEMENT. DESTROY ALL BRIDGES ASAP. TANYA WILL ASSIST. +4=KEEP HER ALIVE AT ALL COSTS.@@CONFIRMATION CODE 1612.@@TRANSMISSION ENDS. + +[SCG03EB.INI] +1=LANDCOM 16 HQS.@TOP SECRET.@TO: FIELD COMMANDER A9@@INTELLIGENCE +2=RECON SHOWS HEAVY SOVIET MOVEMENT IN YOUR AREA. NEARBY BRIDGES ARE +3=KEY TO SOVIET ADVANCEMENT. DESTROY ALL BRIDGES ASAP. TANYA WILL ASSIST. +4=KEEP HER ALIVE AT ALL COSTS.@@CONFIRMATION CODE 1612.@@TRANSMISSION ENDS. + +[SCG04EA.INI] +1=Soviet forces are trying to retake the pass you cleared for our convoys. +2=Don't let this happen. Hold the pass and prevent the Soviets from +3=taking this vital area. Destroy all Soviet units and buildings in +4=this region. + +[SCG05EA.INI] +1=Rescue Tanya. Your spy can move past any enemy unit, except dogs, +2=without being detected. Direct him into the weapons factory located +3=at a nearby Soviet Base where he will hijack a truck and free Tanya. +4=With Tanya's help, take out the air defenses on the island and a Chinook +5=will arrive to rescue her. Then destroy all remaining Soviet buildings +6=and units. + +[SCG05EB.INI] +1=Rescue Tanya. Your spy can move past any enemy unit, except dogs, +2=without being detected. Direct him into the weapons factory located +3=at a nearby Soviet Base where he will hijack a truck and free Tanya. +4=With Tanya's help, take out the air defenses on the island and a Chinook +5=will arrive to rescue her. Then destroy all remaining Soviet buildings +6=and units. + +[SCG05EC.INI] +1=Rescue Tanya. Your spy can move past any enemy unit, except dogs, +2=without being detected. Direct him into the weapons factory located +3=at a nearby Soviet Base where he will hijack a truck and free Tanya. +4=With Tanya's help, take out the air defenses on the island and a Chinook +5=will arrive to rescue her. Then destroy all remaining Soviet buildings +6=and units. + +[SCG06EA.INI] +1=Priority One is to establish a base and get your spy into one of the +2=Soviet tech. centers in the base across the gulf. Data on the Iron Curtain +3=is in there and we need it. Once you get the data complete your mission... +4=wipe out everything. + +[SCG06EB.INI] +1=Priority One is to establish a base and get your spy into one of the +2=Soviet tech. centers in the base across the gulf. Data on the Iron Curtain +3=is in there and we need it. Once you get the data complete your mission... +4=wipe out everything. + +[SCG07EA.INI] +1=LANDCOM 16 HQS.@TOP SECRET.@TO: FIELD COMMANDER A9@@INTERCEPTION OF SOVIET +2=COMMUNIQUE INDICATES THEIR IRON CURTAIN RESEARCH WAS SET BACK BY +3=ESPIONAGE. EXCELLENT WORK, COMMANDER!@@COMMUNIQUE WAS TRACED BACK TO +4=SECRET SOVIET BASE IN BORNHOLM. INVESTIGATE POSSIBLE CONNECTION WITH IRON +5=CURTAIN RESEARCH. CAPTURE RADAR CENTER AND DESTROY SUB PRODUCTION +6=CAPABILITY.@@CONFIRMATION CODE 1138.@@TRANSMISSION ENDS. + +[SCG08EA.INI] +1=Our latest technology, the Chronosphere, is housed in this research +2=station. The timer represents the appointed time for the completion of a +3=vital experiment. The Soviets have learned of this and are moving in. +4=Protect the Chronosphere and the Advanced-Tech research center. Make sure +5=the base is fully powered at the appointed time. If not, all will be lost! + +[SCG08EB.INI] +1=Our latest technology, the Chronosphere, is housed in this research +2=station. The timer represents the appointed time for the completion of a +3=vital experiment. The Soviets have learned of this and are moving in. +4=Protect the Chronosphere and the Advanced-Tech research center. Make sure +5=the base is fully powered at the appointed time. If not, all will be lost! + +[SCG09EA.INI] +1=One of Stalin's top atomic strategists, Vladimir Kosygin, wishes to +2=defect. His knowledge of Stalin's atomic strategies is invaluable to us. +3=We wish to "extract" him from the Riga compound, where he is stationed. +4=@@Use a spy to infiltrate the Soviet command center and contact Kosygin. +5=Once he is out of the building, get him back to your base any way you +6=can. + +[SCG09EB.INI] +1=One of Stalin's top atomic strategists, Vladimir Kosygin, wishes to +2=defect. His knowledge of Stalin's atomic strategies is invaluable to us. +3=We will extract him from the Riga compound where he is stationed. +4=@@Use a spy to infiltrate the Soviet command center and contact Kosygin. +5=Once he is out of the building, guide him back to your base any way you +6=can. + +[SCG10EA.INI] +1=Kosygin has indicated that this is the site of Stalin's main atomic +2=weapons plant. Use extreme care in approaching the Soviet base -- +3=we don't know if any atomic bombs are armed yet. Take the +4=facility off-line and then destroy any atomic weapons that exist. + +[SCG10EB.INI] +1=Now that the complex has been infiltrated, the launch control centers must +2=be deactivated. Get your engineers to the control centers and deactivate +3=them before the missiles reach their targets.@@Enemy technicians can help +4=in locating the control centers if they are kept alive. + +[SCG11EA.INI] +1=Our assault on the USSR is underway, although our efforts are being +2=hindered by large pockets of soviet armor. To counter this we need to +3=move warships up the Volga river, but there is a bottleneck near +4=Volograd which you must clear so our naval vessels can move in. +5=Good Luck. + +[SCG11EB.INI] +1=Our assault on the USSR is underway, although our efforts are being +2=hindered by large pockets of soviet armor. To counter this we need to +3=move warships up the Volga river, but there is a bottleneck near +4=Volograd which you must clear so our naval vessels can move in. +5=Good Luck. + +[SCG12EA.INI] +1=Rumors abound that the Soviet Iron Curtain is nearing completion. In +2=addition, an even more powerful version of that weapon is also in the +3=works. One research facility is more protected than the rest - find out +4=why. Capture all technology centers, and destroy any +5=Iron Curtain prototype that you encounter.@Our newly developed Longbow +6=Helicopter should be able to assist your attacks. + +[SCG13EA.INI] +1=LANDCOM 16 HQS.@TOP SECRET.@TO: FIELD COMMANDER A9@@CONGRATULATIONS. +2=CAPTURING TECH CENTERS HAS REVEALED AN UNDERGROUND WEAPONS FACILITY. +3=PLACE EXPLOSIVE CHARGES ON ALL GENERATORS. RESULTING EXPLOSIONS SHOULD +4=DESTROY FACILITY.@GET OUT BEFORE NERVE GAS IS USED.@@TRANSMISSION ENDS. + +[SCG14EA.INI] +1=This is it -- the final confrontation! The Soviets have nowhere to run +2=now. The only thing that remains is to topple the Soviet seat of power. +3=Destroy everything to make sure that no one takes Stalin's place. +4=No sorrow. No pity. No remorse. + +[SCU01EA.INI] +1=A pitiful excuse for resistance has blockaded itself in this village. +2=Stalin has decided to make an example of them. Kill them all and destroy +3=their homes. You will have Yak aircraft to use in teaching these rebels +4=a lesson. + +[SCU02EA.INI] +1=Tomorrow, the attack on Germany begins, but today, we must protect our +2=facility from Allied attacks. Keep the Command Center intact at all +3=costs, and destroy any Allied fortification you might find. + +[SCU02EB.INI] +1=Tomorrow, the attack on Germany begins, but today, we must protect our +2=facility from Allied attacks. Keep the Command Center intact at all +3=costs, and destroy any Allied fortification you might find. + +[SCU03EA.INI] +1=An Allied spy has bypassed our security, damaged our base, and is now +2=seeking to escape. Use your attack dogs to track him down and exterminate +3=him. The civilians are aiding the spy and will have set traps for your +4=men. If the spy escapes you, your life is forfeit. + +[SCU04EA.INI] +1=The Allied base in this region is proving to be problematic. Your mission +2=is to take it out so that we can begin to move forces through this area. +3=As long as they have communications they will be able to call upon heavy +4=reinforcements. Crush their communications, and they should be easier to +5=remove. + +[SCU04EB.INI] +1=The Allied base in this region is proving to be problematic. Your mission +2=is to take it out so that we can begin to move forces through this area. +3=As long as they have communications they will be able to call upon heavy +4=reinforcements. Crush their communications, and they should be easier to +5=remove. + +[SCU05EA.INI] +1=Khalkis island contains a large quantity of ore that we need. The +2=Allies are well aware of our plans, and intend to establish their own +3=base there. See to it that they fail. In addition, capture their radar +4=center so we can track Allied activity in this area. + +[SCU06EA.INI] +1=There is a special cargo that needs to be transported to a nearby +2=Soviet base in the northeast. Make sure the trucks reach their +3=destination intact. Along the way, there is a bridge which the Allies +4=may have destroyed. If so, use the Naval options at your disposal. Our +5=attack subs will make short work of any Allied boats you discover. + +[SCU06EB.INI] +1=There is a special cargo that needs to be transported to a nearby +2=Soviet base in the northeast. Make sure the trucks reach their +3=destination intact. Along the way, there is a bridge which the Allies +4=may have destroyed. If so, use the Navy at your disposal. Our attack +5=subs will make short work of any Allied boats you discover. + +[SCU07EA.INI] +1=The Allies have infiltrated one of our nuclear reactors! They +2=have tampered with the core so that a meltdown is imminent within +3=30 minutes. They must not succeed! Enter the base and find any remaining +4=technicians. Guide them to the 4 coolant stations so they can activate +5=them, then activate the main computer. The security systems have been +6=armed so beware. Kill any Allies you find. + +[SCU08EA.INI] +1=We have detected Allied activity on Elba island. The Allies plan to use +2=this island to stage an attack on the Soviet Empire. You must ensure +3=that the island ceases to be under Allied control.@@Destroy all Allied +4=units on and around the island. The local population has been aiding the +5=Allies as well. There is only one punishment for helping the enemy - Death. + +[SCU08EB.INI] +1=We have detected Allied activity on Elba island. The Allies plan to use +2=this island to stage an attack on the Soviet Empire. You must ensure +3=that the island ceases to be under Allied control.@@Destroy all Allied +4=units on and around the island. The local population has been aiding the +5=Allies as well. There is only one punishment for helping the enemy - Death. + +[SCU09EA.INI] +1=The Allied forces have intercepted and destroyed a convoy that carried +2=parts for our secret weapon. One truck remains, but they have captured +3=that last truck and its cargo. This is not acceptable! You are to destroy +4=that truck before the Allies leave the area with it. + +[SCU10EA.INI] +1=You must defend a Soviet convoy that is moving through Allied occupied +2=territory. Using the new MIG jet and a complement of Yaks, get the convoy +3=through the area intact.@@Be careful -- your resources for this mission +4=are very limited. If at least one truck makes it through to the other +5=side, the mission will be a success. + +[SCU11EA.INI] +1=Intelligence indicates that a large portion of the Allied Naval Fleet +2=will stop for refueling at a base in this area. Destroy the fleet and the +3=base. Beware the long range of their cruisers. + +[SCU11EB.INI] +1=Intelligence indicates that a large portion of the Allied Naval Fleet +2=will stop for refueling at a base in this area. Destroy the fleet and the +3=base. Beware the long range of their cruisers. + +[SCU12EA.INI] +1=We have learned the location of the Chronosphere weapon, and we want to +2=capture it. @The Allies have boobytrapped the Chronosphere to explode +3=if approached. Capturing the tech. centers BEFORE taking the Chronosphere +4=may allow you to defuse any traps. Use extreme caution. + +[SCU13EA.INI] +1=We have another chance to capture the Chronosphere. Take out the Radar +2=Domes to cut the link between them and the Chronosphere. Then capture it! + +[SCU13EB.INI] +1=We have another chance to capture the Chronosphere. Take out the Radar +2=Domes to cut the link between them and the Chronosphere. Then capture it! + +[SCU14EA.INI] +1=Your final test is at hand. The destiny of the Soviet union rests on the +2=shores of England. Here lies the final resting place of the Allies pitiful +3=resistance. Crush them and attain your place at the right hand of Stalin. + ---cut here--- DO NOT INCLUDE THIS LINE!!! + + +[6-3] Red Alert Mission Tree +============================= + The original Red Alert missions had the following structure (we + present this mainly so you can use the SkipMapSelect variable without + too much of a hassle): + +[6-3-1] Allied Missions +------------------------ + level 1: + scg01ea + level 2: + scg02ea + level 3: + scg03ea + scg03eb + level 4: + scg04ea + level 5: + scg05ea + scg05eb + scg05ec + level 6: + scg06ea + scg06eb + level 7: + scg07ea + level 8: + scg08ea + scg08eb + level 9: + scg09ea + scg09eb + level 10: + scg10ea->scg10eb (in the original Red Alert missions, scg10eb starts + immediately after scg10ea is finished + - SkipMapSelect is set to yes) + level 11: + scg11ea + scg11eb + level 12: + scg12ea + level 13: + scg13ea + level 14: + scg14ea + +[6-3-2] Soviet Missions +------------------------ + level 1: + scu01ea + level 2: + scu02ea + scu02eb + level 3: + scu03ea + level 4: + scu04ea + scu04eb + level 5: + scu05ea + level 6: + scu06ea + scu06eb + level 7: + scu07ea + level 8: + scu08ea + scu08eb + level 9: + scu09ea + level 10: + scu10ea + level 11: + scu11ea + scu11eb + level 12: + scu12ea + level 13: + scu13ea + level 14: + scu14ea + +[6-3-3] Ant Missions +--------------------- + These four missions are only available with the Counterstrike patch. + level 1: + sca01ea + level 2: + sca02ea + level 3: + sca03ea + level 4: + sca04ea + + WARNING: if you use SkipMapSelect to add a new mission to the original + mission structure, you should make sure that the user understands the + following: if the user takes a savegame of the additional mission and + tries to restart it after they have removed your .ini file, Red Alert + will give the error "Unable to read scenario", and crash. If you are + putting in additional missions using SkipMapSelect, make sure the user + understands that, once they have gotten rid of your missions, that they + will only be able to load that savegame, not restart it. + + + +====================== +-SECTION THREE- THEORY +====================== + +----------------------------- +CHAPTER [7] From The Lectern +----------------------------- + + 'From the Lectern' is a section intended to bring you some theory + about how to use aspects of Red Alert that may not, at first glance, + appear obvious to the reader. These are not meant to be step-by-step + guides in what you do to have your mission perform action X, but rather + to introduce your mind to some concepts that utilise the knowledge of + this guide in forms that go beyond the simplistic creation of units and + firing of triggers. At least, that is the hope. + +[7-1] Contributing to the Lectern +================================== + If you wish to contribute to 'From the Lectern', please email one of + the authors, at either "andrewg@light.iinet.net.au" or "cfhark@msn.com" + with the subject of 'For the Lectern'. Include both a short description + of what you are going to describe so that we can determine whether to + include it or not, and also the spell-checked text of your 'From the + Lectern' entry. + + Try to be as detailed as possible in your submissions. If you need to + refer to parts of external files such as the rules.ini file or a .mpr or + .ini file, do not include all of it. Just include those parts that are + directly referenced in your article. Articles that include massive + amounts of superfluous material will be subject to editing. + + +[7-2] How to get units appearing out of buildings +================================================== + You may have noticed that in some original Red Alert missions, that + units would run out of buildings. Here is the method to do just that. + If you are using transports to bring units onto the battlefield as + reinforcements, the usual reinforcements trigger looks something like: + blah,7,5,-1,20,blah + where 5 is the teamtype being reinforced, and 20 is the waypoint where + they are going to be dropped off. + However, if you want the units to appear from buildings, then your + trigger would look like this: + blah,7,5,-1,-1,blah + Now all you have to do is to make two further changes, both of which + are very easy. The first is to make an entry in the [Waypoints] section + of the cell in which you want the units to appear. The second is to + change the sixth teamtype value of this team to hold the new waypoint + number. + For example, if I wanted a team to appear at cell 8919, I might set + waypoint 11=8919, so the sixth number in that teamtype would be 11. + That's all, your team will now appear to be coming out of a building. + + I haven't managed to get the teamtype to appear out of nowhere; it + seems as though the presence of the building at the spot you want them + to appear from is a requirement. + + +[7-3] Changing Red Alert Values +================================ + When you load up Red Alert, it can look in a file called 'rules.ini' + to read in the values for just about everything in the game. However, + to make changes to these values by using the rules.ini file, you must + restart Red Alert to get them to take effect. + However, you can also place this information into your mission's ini + file, and each time the mission is started, these values will be read + from the mission's ini file and used. Be aware, however, that the + values you set in the mission's ini file do not carry over from one + mission to the next. + This is useful if you only want to make a few small changes, which you + can just add in for a single mission, and have Red Alert revert to the + original values for the other missions. All you have to do is add the + title of the section you want to change (eg [JEEP]), and then the + sections that you want to be altered for this mission. + For example, the following: + [JEEP] + Primary=FireballLauncher + will make all jeeps in that particular mission be armed with the flame + turret's weapon instead of the usual machine gun. + It seems as though you can include most of the sections in the + rules.ini file in a mission's ini file without problems. Be aware, + however, that each time a mission in started or restarted, that the + *entire* mission's ini file is read and decoded. For this reason, you + should only include those pieces of the rules.ini file that you want to + change. Don't do the following if you just want to change the jeep's + weapon: + [JEEP] + Prerequisite=weap + Primary=FireballLauncher + Strength=150 + Armor=light + TechLevel=3 + Sight=6 + Speed=10 + Owner=allies + Cost=600 + Points=20 + ROT=10 + Crewed=yes + While there is no noticeable change in the loading time of the + mission if you include even the entire rules.ini file into your + mission's ini file, trying to work out what you changed becomes + impossible. Feel free to include as much of the rules.ini as you want, + but this is one case where I prefer the minimalist approach. + + NOTE: One variable that has no effect in a mission's ini file is the + Image= variable. This can only be set correctly in the rules.ini file. + So, if you want to change what a unit looks like through the use of the + Image= variable, then you will have to supply a rules.ini file to set + this. Setting the Image= variable in a mission's ini file does nothing. + + +[7-4] How to control where reinforcements come from +==================================================== + You have already seen how to get reinforcement teamtypes appearing + from buildings, now we will discuss how to control the direction from + which teamtypes come from when you are reinforcing them from off + screen. If you simply set the waypoint at which the reinforcement is to + appear as some location on the map (that is not covered by a building), + then the teamtype will appear from the edge of the map that is closest + to their destination. However, if you want them to appear from some + other section of the map edge, then you have to do a little bit more + work. + The first thing you have to do is create a waypoint that is not on the + mission map. This waypoint should be in the row or column of cells that + is immediately outside of the mission map (ie say the mission map + started 34 cells from the left edge of the full map, the waypoint you + will use will be in the 33rd column of the full map). You can do this + easily by changing the X or Y value in the [Map] section by 1, loading + the map in the terrain editor, and determining the waypoint. When you + have determined the cell number that you want to use as a waypoint, + change the X or Y value back to its original value, and enter your new + waypoint. This new waypoint will be where the reinforcements will be + created, and from where they will make their way to their destination + waypoint. + + +[7-5] How to get units to enter buildings +========================================== + A number of infantry units have the ability to enter buildings + (thieves, engineers, Tanya etc), and these will enter buildings of their + own accord when given the order to attack. This allows them to enter + buildings that the player (or computer player) builds, the positions of + which you don't know at the time of creating the mission. But what if + you want something to happen to a particular building that exists on the + map at the beginning of the mission (or the position of which you know + because it will be built through the [Base] section)? + To get unit to enter a specific building, you give them the Attack at + waypoint command, specifying the waypoint that the anchor cell of the + building is located. If the infantry unit has the Infiltrate ability, + it will attempt to infiltrate that building. Be aware, however, that if + the specified building is an enemy building and the unit sent to + infiltrate it has a weapon, that it will use this weapon to attack the + building, rather than try and enter it. + You can, of course, have infantry units enter buildings that they + already own. This can be used to good effect to give the mission a more + dynamic feeling, if you feel that such would be necessary. You could, + for example, give some civilian units the Infiltrate ability and have + them walk in and out of buildings. + Spies, of course, should be given the Spy at waypoint command rather + than Attack at waypoint. + + +[7-6] Discussion on IQ Levels +============================== + Unlike the original C&C, Red Alert introduces some basic intelligence + to the computer players. This makes creating a computer opponent for a + single player mission both easier and more difficult than creating one + for C&C. More difficult because in C&C you controlled every single + aspect of the computer players. You can achieve this level of control + by setting the IQ level of the computer players to 0, but this means you + aren't able to use some of the features that IQ levels provide. + However, if you give the computer player a high level of IQ, then it + will begin to perform actions other than those that you are telling it + to perform. This lack of control makes fine tuning missions a + challenge. Setting a high IQ also means that you are able to get a + mission off the ground quicker, but my own personal preference is to + avoid doing this (although your view may differ). + + One of the good features of the rules.ini file (and the fact that you + are able to include pieces of it in your mission's ini file) is that you + are able to change what each of the IQ levels does. Here is the + original [IQ] entry in the rules.ini file, comments and all: + +; ******* IQ setting for computer activity ******* +; Each player (computer controlled or otherwise) is given an IQ rating that is used +; to control what the computer is allowed to automatically control. This is +; distinct from the difficulty setting. The higher the IQ setting, the more autonomous +; and intelligent the side will behave. Each ability is given a rating that +; indicates the IQ level (or above) that the ability will be granted. Because such +; abilities are automatically performed by the computer, giving a human controlled +; country a high IQ is not recommended. Otherwise the player's units will start to +; automatically "do their own thing"! A human controlled country is presumed to have +; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher. +; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to +; the maximum. +[IQ] +MaxIQLevels=5 ; the maximum number of discrete IQ levels +SuperWeapons=4 ; super weapons are automatically fired by computer +Production=5 ; building/unit production is automatically controlled by computer +GuardArea=4 ; newly produced units start in guard area mode +RepairSell=1 ; allowed to choose repair or sell of damaged buildings +AutoCrush=2 ; automatically try to crush antogonists if possible +Scatter=3 ; will scatter from incoming threats [grenades and such] +ContentScan=4 ; will consider contents of transport when picking good target +Aircraft=4 ; automatically replace aircraft or helicopters +Harvester=2 ; automatically replace lost harvesters +SellBack=2 ; allowed to sell buildings + + As you can see, there are a number of items that you can use. For me, + the most useful seem to be the ones to automatically replace lost units. + The Production variable I see as more a curse than a blessing, as you + lose complete control over what the computer will produce - you may as + well be playing a game of skirmish at that level. Remember that you can + change these values in your ini file, so you may want to, for example, + change Aircraft to have an IQ level of 2. + + An area that high IQ levels may come in handy is when the computer + player is given access to various 'super weapons'. Instead of having to + program a specific trigger to fire the weapon (eg. firing a nuclear + missile), you would be able to supply them with enough intelligence to + fire it at their own discretion. Far be it from me to be cynical enough + to suggest that this form of intelligence may take the form of firing + the weapon as soon as it was available. + + +[7-7] On the use of Badger Bombers +=================================== + There are two uses for Badger bombers: reinforcing infantry units via + parachute drops, and to drop parachute bomblets. Both of these uses + will be discussed in this section. + + It does not appear that the ability to specify a waypoint in the + reinforcement trigger action is utilised when dealing with Badger + bombers. You can either leave it to Red Alert to determine from which + direction the bomber will come from, or you can use part 6 of the + teamtype to specify the waypoint at which you wish them to appear. + Remember, this waypoint should be outside of the mission map. This is + not 100% perfect however, but the bomber will appear within one or two + cells of the waypoint you specified (once it comes onto the map). + If you leave it up to Red Alert to determine where the bomber will + come in from, then you can use the sixth part of the teamtype to + determine where the bomber will drop its payload (whether it be infantry + units or bomblets). In this case, Red Alert will choose the edge + closest to the drop point, and make a bee-line to its target. If you do + leave it up to Red Alert to determine where to come from, then you do + not give the teamtype any actions. So, your teamtype would look like: + reinf=2,0,7,0,0,10,-1,2,E1:5,BADR:1,0 + (ie, the drop point will be waypoint 10, which is on the mission map; + Red Alert is left to determine where the plane comes from). + However, if you specify a waypoint off the mission map in the sixth + part of the teamtype, then you need to give the teamtype a command, in + this case, an Attack at waypoint command. Thus, your teamtype would + look like: + reinf=2,0,7,0,0,10,-1,2,E1:5,BADR:1,1,1:20 + (ie. the drop point will be waypoint 20, and the bomber should come from + waypoint 10, which is off the mission map). + Unfortunately, the Move to waypoint and Move to cell commands do not + work, for as soon as the bomber gets to the specified cell, it begins a + continual circling of that cell. + + Now that you know how to control where the bomber will come from, and + where it will drop its payload, we will discuss the types of payload a + bomber can carry. These payloads are infantry units and bomblets. + Infantry are dealt with in the ordinary way. You can have as many + different types of infantry units in a single bomber as you want, for + example, 6,E1:1,E2:1,E3:1,E7:1,C1:5,BADR:1 would be perfectly + acceptable. When dealing with sending in infantry reinforcements, there + doesn't seem to be a limit to the number of infantry units you can place + within a single bomber. + The infantry units will be dropped at the waypoint determined by one + of the methods shown above. + + To get a bomber to drop bomblets rather than infantry, all you have to + do is not give the bomber any payload. This means that the relevant + part of the teamtype will look like this: 1,BADR:1. In this case, the + bomber will drop its payload of bomblets at the specified waypoint. + + You can also get multiple bombers coming in just as easily as a single + bomber, but there is something you must be careful of when doing this + with infantry reinforcements. + When the bombers will just be dropping bomblets, nothing extra needs + to be done. All you need to do is to change the teamtype so that + instead of one Badger bomber being brought in, multiple are. Thus, the + relevant section of the teamtype would look like: 1,BADR:5 (to bring in + 5 Badger bombers). + However, if you want to use multiple bombers in a teamtype that will + be dropping infantry units, you will have to be careful. This is + because only one bomber will drop infantry. The rest will drop the + bomblets. They will do this at the same time, which usually results in + the immediate death of the infantry units. I have noticed, however, + that if the target cell of bombers is occupied by a building, that the + bombers carrying bombs will drop their load, but the infantry carrying + bomber will not. If the building gets destroyed by the rain of + bomblets, then the infantry carrier will loop back and drop the infantry + where the building was previously situated. Thus, if the teamtype had + the section: 2,E1:5,BADR:4, then one Badger bomber would carry the five + infantry units, whilst the other three would carry the bomblets. + + +[7-8] The Global Mission Timer +=============================== + When the timer has been stopped, using either timer extend or timer + shorten will start the timer again. If the use of timer shorten causes + the timer to expire, then any trigger associated with the timer expires + trigger event will be fired. + + The timer warnings are given automatically (ie. it will warn you at + 40 minutes, 30 minutes, 20 mintues etc), so there is no reason for you + to add a play speech trigger to play these warnings. + + If you want to set the timer but don't want it to start, then your + trigger must have both the set timer and the stop timer trigger events, + both of which should be activated at the same time. The stop timer + event must be the second of the two trigger events; if it isn't, the + timer will be stopped then have its time set (having its time set causes + the timer to start counting down). + + +[7-9] What is the Zone of a cell? +================================== + There appear to be two different forms of "zone" as they refer to + cells. Both of the two types depend on which cell is being used. There + are only two types of cells on the map: those that are passable by a + ground unit, and those that are not. + + If the cell being used to determe the "zone" is a passable cell, + then the zone of this cell will be that area of the map that a + ground-based unit can reach. So, if this was a totally blank map, the + "zone" of that cell would be the entire map. If this was a map that had + a cliff wall stretching from one side to the other, the "zone" would be + the half of the map that the cell is in. + Parts of the map like bridges (be they land bridges or concrete + bridges) are included in the category of passable land, so if a map was + separated by a river that had a bridge, the "zone" would be the entire + map, except for those parts of the river that are not passable by ground + units. + + The other type of "zone" is where the cell is part of a non-passable + section of land. If this is the case, then the "zone" of this cell will + be the non-passable sections of the map. This includes cliffs and + rivers, and water. Please note the difference between this and the + previous form of "zone", in that this form of "zone" will reveal all + non-passable sections of land, *even if* they are not connected to the + initial cell. That means that a piece of cliff face totally unconnected + to another piece of cliff face will be exposed. Rivers and sections of + water are also counted as part of this "zone". + + If you used the first type of "zone" for a Reveal zone of waypoint + trigger action, then the map cells that a ground unit can move to from + that cell will be revealed. This can potentially reveal a very large + amount of the map. + If you used the second type of "zone" for a Reveal zone of waypoint + trigger action, then all the non-passable map cells on the mission map + This means that all the cliff faces will be revealed, as will all + rivers, water sections etc. + + Remember that the terrain editor has a function that will show + whether each cell is passable or not. You can use that function to help + determine what makes up the "zone" for a particular cell. + + One use of the "zone" would be to determine whether the player has + landed some units on an island or not. This would be better than + putting celltriggers in all of the cells of the island that have an + Entered by event. + + +[7-10] Explaining Global Variables +=================================== + Why they're called globals, I don't know; Vegas-style programming + jargon perhaps. I think of them as flags (logical markers) which can + have one of two states: SET (1) or CLEAR (0). How many there can be, I + don't know, Westwood uses as many as thirty in some missions, which + seems plenty enough. + + All globals are clear until set. They may be set by either a trig (eg + 28,-1,-1,#) or a teamtype command (12:#), where # = a number, the name + of the global variable. They may be cleared only by a trig + (29,-1,-1,#). + + The trigger events 27 and 28 (Global is set... and Global is + clear...) are tests to check the state of the named global. (27,-1,#): + This trigger will fire if # is set. + + Example: + teamtype,etc,etc,3:9,3:5,12:15,3:8 + trig1=0,1,0,1,27,-1,15,0,-1,0,7,22,-1,-1,29,-1,-1,10 + When a member of the teamtype reaches waypoint 5, global 15 becomes + set and trig1 will fire, sending the reinforcements in and clearing + global 10. + + Every mission begins with all globals clear. + + +[7-11] When a Building Must Be Captured, Not Destroyed +======================================================= + In the original C&C, when we wanted to specify that a building needed + to be captured to win the mission, but the mission was lost if that + building was destroyed, we could use the Cap=Win/Des=Lose trigger + action. However, in Red Alert, this trigger action does not exist, but + we can easily create it with our own trigger. + + (thanks to Jaakko Nenonen for this trigger example) + capture=0,2,3,0,1,-1,2,7,-1,0,1,-1,-1,2,2,-1,-1,2 + + Then you just attach this to the building you want to be captured but + not destroyed (naturally, you would use the correct country number for + your real trigger). + + The above trigger equates to: + "if country 2 captures (Entered by trigger) the building, then win + action is fired for country 2" + OR + "if the building is destroyed by anyone, then the lose action is + fired for country 2" + + +[7-12] Using your own names +============================ + With the Counterstrike patch (v1.07), an additional useful section + has been added to the unit and structure sections of the rules.ini file + that allows you to change the name of that particular unit or + structure. It must be noted that this does not work with the original + version of Red Alert, only the patched version. + To change the name of a particular item, you either edit the + rules.ini or add this information into the mission's ini file. For + example, if you wanted to change the name of the light tank (1TNK), you + would have the following section: + [1TNK] + Name=Bradley + By putting these changes into your mission's ini file, you can change + the name of a unit for a single mission, and then have it revert to its + original name. + + +[7-13] Blowing up bridges +========================== + To blow up a bridge, you need to do two things: first, you need to + place the celltriggers on the area of the map that covers the section + of the bridge that you want to blow up. Secondly, you must create a + set of triggers - one to detonate the bridge and another to force this + trigger. Having the bridge detonation trigger on a time trigger event + does not seem to work - I can only get bridges to blow up when the + trigger is forced. + + You can decide to either damage a bridge, or blow it up completely. + This is accomplished by using a single Destroy attached... trigger, or + using two of them. For example, the following trigger will only + damage a bridge: + brid=0,7,0,0,0,-1,0,0,-1,0,32,-1,-1,-1,0,-1,-1,-1 + while the following trigger will blow up the bridge completely: + brid=0,7,0,1,0,-1,0,0,-1,0,32,-1,-1,-1,32,-1,-1,-1 + + +[7-14] Advanced Editing: Just how extensible is Red Alert? +=========================================================== + When it comes to creating campaigns for Red Alert, is the rules.ini + file really enough for what you need, or do you feel the need to add + your own special touch to Red Alert? In the following paragraphs, I + will discuss various items I have been able to edit for Red Alert that + goes well beyond what the rules.ini file allows. Indeed, as I + discovered these things, I was left pondering the question: just how + extensible is Red Alert? + + The first, and most important bit of knowledge you should have is + that Red Alert can read the C&C-style .mix files. This is important + because the C&C-style .mix file headers are understood, which allows the + placement and replacement of files, while the Red Alert-style .mix file + headers are not understood. To do most of the following pieces of + editing for your campaign, you will need one of the utilities that allow + you to create your own .mix files. There are, as far as I know, only + two such programs, ccmix and mixmaker. If you do a search for 'ccmix' + on HotBot (http://www.hotbot.com), it should return a list of 6 or so + sites, one of which contains this file. + + To have Red Alert recognise that you want it to use your new .mix + file, you need to give the .mix file a particular name. This name has + the format sc*.mix (and apparently also ss*.mix), where * is replaced + by up to 6 letters or digits. You then place this new .mix file in + your Red Alert directory, and Red Alert will be able to utilise any + data you place in it. It is common to use the filenames sc-001.mix, + sc-002.mix etc (up to sc-999.mix). If you use these names, you can + be certain that the information in the higher numbered mix file will + be used if it ia also contained within a lower number mix file (eg. a + file called scu01ea.ini appearing in sc-812.mix will not be used if + a similarly named file appears in sc-890.mix). + + For most Red Alert campaign creators, you will want to use the basic + functionality that these sc*.mix files provide. If you place your new + .ini files into one of these .mix files, when Red Alert goes to play + that mission, it will use the ini file from your .mix file, rather than + that of the original mission. If your mission contains many mission + files, it is much cleaner to supply one .mix file for the user to use. + However, if you are just supplying one or two missions, I wouldn't + bother. You should always remember to stick to the correct naming + conventions for the new ini files. Unfortunately, it does not appear + that the file tutorial.ini gets read from your .mix file, so if your + campaign uses new text from a tutorial.ini file, you will still have to + supply that separately. Nor does the mission.ini file get read, so that + must also be supplied separately. + + To those people that want to go the extra mile, these .mix files can + contain more than just the various mission ini files of your campaign. + They can also contain .shp and .aud files. This is the method that you + can use to give the civilian buildings V20 to V37 that don't originally + have a set of graphics some graphics of their own. + + Normally when you want to place a .shp file to replace the graphics + of a unit or building you give it the extension .shp. However, civilian + buildings are slightly different. The graphics for civilian buildings + are normally stored in the snow.mix or temperat.mix files, rather than + the normal conquer.mix (inside the main.mix file). To replace the + graphics of a civilian building, you must give it an extension related + to the theater it will appear in. For the Temperate theater, this + extension is '.tem'; for the Snow theater, this extension is '.sno' (I + would imagine that the extension for the Interior theater is '.int', but + haven't tested that). For example, if I wanted to provide a graphic for + civilian structure V23 for the Temperate theater, the file I would add + to my .mix file would have the filename of 'V23.tem'. + + For non-civilian buildings, the files you add have the extension + '.shp'. Say I was going to add a graphic called ANDR that I could then + call from the rules.ini file. If I didn't intend this structure to be + buildable, then I would just add the file 'andr.shp' to the .mix file. + However, if I wanted this to be used on a structure that gets build, + then I should also include a file called 'andrmake.shp'. This file + contains the graphics that Red Alert will use during the 'building up' + phase after the structure is placed. If this file does not exist, when + the structure using the ANDR graphic is placed, it will just suddenly + appear (which does not look good). Finally, if I wanted the user to be + able to build this structure, I should also include the file + 'andricon.shp', which contains the graphic that Red Alert uses for the + icon. If this file isn't supplied, the cell in the sidebar where this + icon would normally be displayed will be blank, and suffer from + 'bleeding' from the other graphics. I do not know how Red Alert + differentiates between the DOS and Windows95 icons. The same is done + for vehicles, ships and infantry that you want to replace (although they + only need the base graphic and the icon graphic). The base graphic must + have a maximum 4 letter title (CFH will work but CFHAR will not). + Construction graphics (for buildings) take this base name and add MAKE + to the end, while icon graphics take the base name and add ICON to the + end. + + Special Note: the graphics for the hidden pillbox and the missile + silo are also theater-specific, so they must be treated as you would + when replacing civilian building graphics. ie to replace the graphic + for a missile silo in the temperate theater with a graphic called BANG, + you would need to include the file bang.tem, bangmake.tem, and + bangicon.shp. Yes, the icon has the .shp extension. + + One final note on replacing graphics: your new graphics should be as + close to the original size of the building as possible, otherwise + graphics clipping problems occur. You will have to work out what size + you can use for yourself. You should also keep the number of frames + of animation in your new graphic the same as of the original graphic. + + Thanks to Vladan Bato, we have a utility that can convert .wav files + to C&C-style .aud files. This means that you can create your own .aud + files, and place them in your .mix files. If you look in section [5-3] + Available Red Alert Speeches you will see the list of .aud files that + Red Alert uses to inform you of certain occurances. By placing your own + .aud files with the same name as the original (eg say I wanted to + replace the original "Mission accomplished" speech, I would put a file + called 'misnwon1.aud' in my .mix file), you can get Red Alert to use + your .aud files instead of the original ones. + + In addition, it is possible to change the responses of the various + units by placing the correctly-named .aud file into your .mix file. For + example, if I recorded and converted James Bond saying "Shaken, not + stirred", I could get the spy to say that by placing the file + 'sking1.aud' (this would replace the "For king and country" response of + the spy). See Section [5-4] Available Red Alert Sound Effects for the + filenames (in the Abbrev. column) that you would need to replace. I am + unsure of whether all the entries in that table use the .aud format that + Vladan's program supports, but at the very least the infantry responses + do. Hmm, can't wait for the Simpson's Red Alert add-on :) + + It may also be possible to replace the songs in Red Alert with your + own music. I have only tried this with replacing the AWAIT soundtrack + (as it doesn't originall appear), and this worked (ie I placed the file + await.aud in my .mix file). I am unsure of whether the other songs can + be replaced by placing the specified file in your .mix file (you will + have to work this out for yourself). + + You can replace even the videos in Red Alert, although you cannot add + new ones apparently. I am talking about the .vqa videos, not the .wsa + animations (I have not tested whether .wsa animations can also be + replaced, but I would guess that they could). To do this, you simply + place a .vqa file in your .mix file that has the same name as the + abbreviation of the movie (see Available Red Alert Movies for this + listing). I do not know whether there is a .vqa encoder available at the + current moment, nor do I know whether Red Alert's vqa format is the same + as that of C&C's vqa format (you can use C&C videos in Red Alert, but + the palette is so different as to make this pointless). + + Looking back, it seems as though pretty much everything in Red Alert + can be replaced by using a custom-made mix file. The question is: what + else can be changed? Really, only the actual map graphics themselves + are left to be seen if they can be changed. I do not know if this can + be done, but if it can, Red Alert can be seen in an entirely new light. + Perhaps unknowingly, we have been given a program that is almost + infinitely extensible. + + +[7-15] Remote detonation - the cell of death +============================================= + If you are looking at the Counterstrike ant missions and wondering + how Westwood created the mission where you gas the various nest sites, I + will now explain how you can get this same functionality (ie killing + things if they move into certain areas). To do this, you use an + ingenious function of a celltrigger that I had not even thought of being + possible. + + What you want to do is create what I will call the kill trigger. + This is the trigger that will kill everything that walks over it. It + has the form: + kill=2,0,0,0,1,-1,10,0,-1,0,32,-1,-1,-1,0,-1,-1,-1 + + It needs, as its trigger event, an 'Enters by' event, although you + would naturally change the country number. You could then use the free + second trigger event to hold any other event you want, such as a 'global + is set' event. The trigger action, as you will notice, is a destroy + attached item. This is what does the killing for you. + + When any unit (of the specified country) enters this cell, it will + die! Simple as that. You just place these triggers around your map + where you want your 'zones of death' to be, and you are set. + Apparently, Red Alert treats units that activate an 'entered by' trigger + the same, when it comes to the destruction function, as if those units + had a destroy trigger manually attached. + + However, you need to know that units in the cell at the time when it + is activated will not die (at least not until they enter another cell + of death). Only units that actively enter the cell will be killed. + So, a tank sitting in the cell when it is turned on will not get killed, + but anything else entering the cell will be. You will need to carefully + think about the placement of the death zones if you want to kill + everything. + + +[7-16] Getting units to destroy bridges via teamtypes +====================================================== + If you don't want to blow up bridges via triggers, you can always get + the computer units to do this. All you need to do is place a waypoint + on the part of the bridge that the units are to attack, and give the + particular teamtype an 'attack waypoint' command. You should give the + teamtype an additional command after this 'attack waypoint' command, so + that the units in this team don't continue to attack a destroyed + bridge. This additional command can be anything, including further + commands to destroy another bridge. This command will not be initiated + until the 'attack waypoint' command is completed; in this case it won't + be completed until the bridge has been destroyed. + + So your teamtype would have something like (assuming waypoint 20 is + on a bridge) ,1:20,0:1, which would have the teamtype + attack the bridge until it is destroyed, and would then go and attack + enemies somewhere else on the map. + + However, I have not managed to get the Tanya (E7) unit to attack a + bridge with the C4. When given the 'attack waypoint' command, the Tanya + unit uses her pistols instead of the C4. + + One very useful attribute of getting units to attack bridges is that + they are smart enough to not attack a bridge that has already been + destroyed. This is very useful if you have teamtypes attempting to + destroy multiple bridges. You do not need to be concerned about the + units in the teamtype attacking a section of river that used to be a + bridge before it was destroyed by another teamtype. + + +========================= +-SECTION FOUR- APPENDICES +========================= + +-------------------------- +CHAPTER [8] Items To Fill +-------------------------- + The following parts need to be filled in, or made clearer: + [Basic] Section (1 item) + Percent + Country Specific Information (2 items) + MaxUnits, MaxInfantry, MaxBuilding, MaxVessel + [STRUCTURES] Section (1 item) + ??? (second last item in entry) + [SMUDGE] Section (1 item) + cell2 + Available Trigger Events (3 items) + Thieved by + Crosses horizontal line + Crosses vertical line + Available Trigger Actions (1 items) + Add repeating special weapon + [TeamType] Section (1 item) + More information needed on the effects of the various numbers + Available TeamType Actions (2 items) + Attack Tarcom + Spy on building @ waypoint + + + +------------------------------- +CHAPTER [9] Internet Resources +------------------------------- + +[9-1] Third Party Programs +=========================== + A beta release of a map editor, called RACK, has been released. It + is still very early in production, and has certain limitations. + + +[9-2] WWW Pages +================ + http://www.geocities.com/TimesSquare/5458 + Random Particles of Inspiration + The official site of the Single Player Mission Creation Guide. + + http://www.geocities.com/TimesSquare/Arcade/5553 + Contains information about the RA file format, including [MapPack] + and [OverlayPack] encoding. Home of the RACK map editor. + + http://www.geocities.com/SiliconValley/8682 + This is Vladan Bato's homepage, and contains the AUD conversion + programs, as well as the mix file editor for C&C (not for RA). + + +------------------------------ +CHAPTER [10] Revision History +------------------------------ + v1.0 March 5, 1997. + First version of the guide. + + v1.1 May 28, 1997. + Major revisions. Numerous spelling errors corrected. Many + sections updated and a few new sections added. Changes wrought + by the Counterstrike add-on are included. +