From 50950cba22fd9c06d40f722217d65c0b667048ba Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Sun, 15 Aug 2010 17:23:19 +1200 Subject: [PATCH] Scripted map format docs --- doc/singleplayermaps.txt | 855 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 855 insertions(+) create mode 100644 doc/singleplayermaps.txt diff --git a/doc/singleplayermaps.txt b/doc/singleplayermaps.txt new file mode 100644 index 0000000000..3bae0028a3 --- /dev/null +++ b/doc/singleplayermaps.txt @@ -0,0 +1,855 @@ +Chapter II + +Editing the .ini file + +by mgP + + +****************************** + +Introduction + +Now that you have finished making your map with CCMap, you may wish to learn +some things about the .ini file. + +Oh yeah... I almost forgot. You are probably asking, `What is an .ini file?'. +Well, every time you save your map to your hard drive in CCMap, it saves it +in two files. One is a file with a .map extension, which is always at 8K +(8192 bytes). This .map file contains information on the location and type of +all the map tiles in your mission. The other file is the .ini file, and is +probably much more important. It saves everything else you put on your map, +such as Tiberium, structures, infantry, units, trees, concrete walls, etc. +The .ini file can be edited through a text editor, such as MS-DOS Edit or +Notepad. By adding new sections to the .ini file, your mission can become +more advanced. The computer opponent(s) can create teams of units to attack +you at time intervals, or drop a load of engineers on a Chinook every once +in a while. Maybe they will fire an Ion Cannon at you once you attack their +base, or maybe launch a nuke at you when you attack their Temple of Nod. + +That all sounds pretty cool, huh? Well there's more. You can change the +environment your mission is in, the size of the map you play on, the video +and text briefings you get, and many other things. All of this is done by +editing the .ini file. In this chapter, I'll show you how to do just that, +and give you some examples of other things. Another thing: there is one +drawback to the .ini file. If it exceeds 16 or 17K, you'll start to miss +some things from your mission. Maybe some triggers will disappear, then some +Tiberium, then some units, then... + +I am now going to start. Each of the following chapters is a part of the .ini +file, and the heading of each .ini file part is the chapter name. In each, I +will give an example of what it might look like in your .ini file. In some, +I will also give a syntax, the order the variables for the example. + +****************************** + +ALSO, IF YOU HAVE ANY QUESTIONS ABOUT ANYTHING HERE, OR ANYTHING NOT +LISTED HERE, DO NOT EMAIL ME. INSTEAD, ASK THEM AT OUR WEB BOARD AT +http://www.io.org/~isarog/c-c/php.cgi/~isarog/c-c/wwwboard/wwwboard2.html + +****************************** + + Table of Contents + 1. BASIC + 2. MAP + 3. WAYPOINTS + 4. [GOODGUY], [BADGUY], [NEUTRAL], [SPECIAL], [MULTI1 - MULTI6] + 5. TERRAIN + 6. OVERLAY + 7. SMUDGE + 8. UNITS + 9. INFANTRY + 10. STRUCTURES + 11. BASE + 12. CELLTRIGGERS + 13. TRIGGERS + 14. TEAMTYPES + 15. BRIEFING + + 16. You're done! + +****************************** + +1. BASIC + +The BASIC section is the first part of the .ini file. This tells of the +videos played before and after the mission, what side the player is, the +name of the mission, and some things which are unknown. + +Example: + +[BASIC] +CarryOverCap=-1 1 +CarryOverMoney=35 2 +Intro=X 3 +BuildLevel=13 4 +Theme=No Theme 5 +Percent=30 6 +Player=BadGuy 7 +Action=X 8 +Lose=X 9 +Win=X 10 +Brief=X 11 +Name=Terrorists in the Village 12 + +Definition: + +1. CarryOverCap: Unknown. +2. CarryOverMoney: The amount of credits carried over from the previous + mission divided by 100. So 35 equals 3500 credits. However, I have found + this not to be the case.. I think it is the percent of credits carried + over from the previous mission. +3. Intro: The introductory video played before the mission starts. See the + ccmovies.txt file for valid entries. Put an 'x' for no video. +4. BuildLevel: Changing this number does not really affect what you can build + in the game. The maximum value for this number is 99. A good way to be + able to build most things is replace a mission far in the game with your + mission. +5. Theme: What song is playing when the mission starts. Many to choose from. + See the ccsongs.txt file for valid entries. +6. Percent: Unknown. +7. Player: This is the side you will play as in your mission: + GoodGuy=GDI + BadGuy=Nod + Neutral=Civilians + Special=GDI and Nod stuff can be built by this team + Multi1-Multi6=Individual teams, multiplayer teams +8. Action: A video played before the mission, but after the one in Intro. + See the ccmovies.txt file for valid entries. Put an 'x' for no video. +9. Lose: The video played if you lose the mission. See the ccmovies.txt file + for valid entries. Put an 'x' for no video. +10. Win: The video played if you win the mission. See the ccmovies.txt file + for valid entries. Put an 'x' for no video. +11. Brief: The briefing video... Many too choose from. See the ccmovies.txt + file for valid entries. Put an 'x' for no video. +12. Name: This is for Covert Operations owners only. It will show up as this + name and it will show up in the `New Missions' list. Command & Conquer + owners without Covert Ops can put a name here also to specify the name + of their mission. + +****************************** + +2. MAP + +The MAP section of the .ini file tells of how big the map is going to be, +and the environment you will be in. + +Example: + +[MAP] +Height=35 1 +Width=30 2 +X=1 3 +Y=1 4 +Theater=Winter 5 + +Definition: + +1. Height: Change this number to change the height of the map in your + mission. 64 is the maximum, but never go above 62. If you exceed 62, + Antanovs and A-10s will be stuck at the border of the map when they fly + in from the sides / top and bottom. Also, if you exceed 63, CCMap will + lock up. +2. Width: Change this number to change the width of the map in your mission. + 64 is the maximum, but never go above 62. If you exceed 62, Antanovs and + A10s will be stuck at the border of the map when they fly in from the + sides / top and bottom. Also, if you exceed 63, CCMap will lock up. +3. X: The horizontal position of the top-left corner of the map. Values + range from 0 - 2. A value other than 1 lets you view the extra 1 cell + border on a 62x62 map. +4. Y: The vertical position of the top-left corner of the map. Values range + from 0 - 2. A value other than 1 lets you view the extra 1 cell border + on a 62x62 cell map. +5. Theater: The mission environment. Choose from Desert, Temperate, or + Winter. + +Note: It is best to change the Height and the Width values of your mission +before you actually create the mission with CCMap. This will adjust the size +map you are creating. It is also a good idea to change the Theater value +before you make your map. Changing theater values in the middle, or after +you create your mission, can mess up the map. + +****************************** + +3. WAYPOINTS + +Waypoints are used in the TeamType section. All waypoints are actually cell +numbers, but instead of using the actual cell number, C&C will look up the +cell number in the appropriate waypoint. There are a total of 32 waypoints, +from 0 through 31, which you can define as you wish (as cell numbers). Most +missions have at least 27 waypoints. But three waypoints serve a specific +purpose: + +- Waypoint 25: The yellow flare is always lit at this waypoint if + designated. +- Waypoint 26: The cell at the top left corner of the screen when the + mission starts. This is so you don't end up with a black screen at the + start of the mission, and have to go searching around a dark map until + you find one of your units. +- Waypoint 27: This waypoint is the default drop cell for Chinooks and APCs + if no 'Unload' command is specified. + +If a waypoint has a value of '-1' it is unused. + +Syntax: Waypoint=Cell number it represents + +Example: + +10=1377 +^^ ^^ +1 2 + +Definition: +1. 10: The waypoint # 10. +2. 1377: The cell number waypoint 10 represents. + +****************************** + +4. [GOODGUY], [BADGUY], [NEUTRAL], [SPECIAL], [MULTI1 - MULTI6] + +The sections GOODGUY, BADGUY, NEUTRAL, SPECIAL, MULTI1 - MULTI6 are very +important. Each of these sections tells of each side, including their allies, +starting credits, what edge of the map reinforcements come from, and some +unknown things. + +Example: + +[BadGuy] +Flaghome=0 1 +FlagLocation=0 2 +MaxBuilding=70 3 +MaxUnit=150 4 +Allies=BadGuy, Special 5 +Edge=East 6 +Credits=70 7 + +Definition: + +1. Flaghome: Unknown. +2. FlagLocation: Unknown. +3. MaxBuilding: Unknown. +4. MaxUnit: Unknown. +5. Allies: This tells who your allies are. They won't attack you in your + mission. You can have multiple entries here. +6. Edge: Reinforcements by APC, and Chinook come from this side of the map. + Hovercraft always come from the south. +7. Credits: This number is the number of credits this side starts with, + divided by 100. So the 70 equals 7000 credits. + +****************************** + +5. TERRAIN + +The TERRAIN section has the type and location of all the terrain tiles in +your map. CCMap will handle all this for you. It is to complicated to put +in these entries manually, and too complicated to explain. + +****************************** + +6. OVERLAY + +This OVERLAY section has the type and location of all the overlay tiles in +your map. They include Tiberium, crates, sandbag walls, chainlink fences, +concrete walls, wooden fences, and barbed wire. + +Syntax: Cell number=Overlay + +Example: + +541=TI12 + ^ ^^ + 1 2 + +Definition: + +1. 541: The cell number this overlay tile is located in. +2. TI12: Tiberium with a density rating of 12. + +Other overlay entries go like this: + + WCRATE: Wooden crate containing 2000 Tiberium credits. + SCRATE: A steel crate containing one of the three parts to the nuke. + TI1: Tiberium with a density rating of 1. + TI2: Tiberium with a density rating of 2. + TI3: Tiberium with a density rating of 3. + TI4: Tiberium with a density rating of 4. + TI5: Tiberium with a density rating of 5. + TI6: Tiberium with a density rating of 6. + TI7: Tiberium with a density rating of 7. + TI8: Tiberium with a density rating of 8. + TI9: Tiberium with a density rating of 9. + TI10: Tiberium with a density rating of 10. + TI11: Tiberium with a density rating of 11. + TI12: Tiberium with a density rating of 12. + BRIK: Concrete wall. + SBAG: Sandbag wall. + CYCL: Chainlink fence. + BARB: Barbed wire. + WOOD: Wooden fence. + +****************************** + +7. SMUDGE + +Entries in SMUDGE are bomb craters (like the ones Adv. Guard Tower missiles +leave in the ground after they fire) and scorch marks (like the ones on the +ground after a nuke has hit, or when a flame tank scorches the ground). +These craters and scorch marks do not show up in CCMap, but will appear in +the mission. You will have to add these manually. + +Syntax: Cell number=Smudge mark. + +Example: + +964=SC4 + ^ ^ + 1 2 + +Definition: + +1. 964: The cell number this smudge is in. +2. SC4: The type of smudge mark. SC1 through SC6 are scorch-marks, and CR1 + through CR6 are bomb craters. + +****************************** + +8. UNITS + +The UNITS section has the entries for all of the units which are on the map +when the mission starts. + +Syntax: Number on list=Owner,Type of Unit,Health,Cell number,Direction, +Action,Associated Trigger. + +Example: + +006=GoodGuy,HTNK,256,512,96,Area Guard,att1 + ^ ^^^^^ ^^ ^ ^ ^^ ^^^^^^ ^^ + 1 2 3 4 5 6 7 8 + +Definition: + +1. 006: The number on the list of units in the units section. +2. GoodGuy: Owner of the unit. Possible teams are: + GoodGuy=GDI + BadGuy=Nod + Neutral=Civilians + Special=GDI and Nod stuff can be built by this team + Multi1-Multi6=Individual teams, multiplayer teams +3. HTNK: What type of unit it is: a Heavy Tank (Mammoth Tank). Choose from: + VICE: Viceroid + FTNK: Flame Tank + STNK: Stealth Tank + LTNK: Light Tank + MTNK: Medium Tank + HTNK: Heavy Tank (Mammoth Tank) + MHQ: Mobile Headquarters + LST: Hovercraft + MRLS: Honest John Rocket Launcher + ARTY: Mobile Artillery + HARV: Harvester + MCV: Mobile Construction Vehicle + JEEP: Humm-Vee + BGGY: Nod Buggy + BIKE: Recon Bike + MSAM: Mobile Rocket Launcher + APC: Assault Personnel Carrier (APC) + BOAT: Gunboat + TRIC: Triceratops + TREX: Tyrannosaurus Rex + RAPT: Velociraptor + STEG: Stegosaurus +4. 256: Health of the unit. + 256=Maximum health. + 1=Basicially dead. +5. 512: Cell number the unit is located at. +6. 96: Direction the unit is facing. Choose from: + 0=North + 32=North-East + 64=East + 96=South-East + 128=South + 160=South-West + 192=West + 224=North-West +7. Area Guard: Action he undertakes during the mission. Choose from: + Area Guard : Guard an area of a few cells around the infantry / unit. + Attack Base : Attack the enemy base (give Engineers this command to + take over buildings). + Attack Civil. : Attack all civilians. + Attack Tarcom : Unknown. + Attack Units : Attack the enemy units and infantry. + Defend Base : Unit / Infantry will defend it's base from enemy attacks. + Guard : Unit will only guard a one cell radius, and will only attack + units which attack it. + Harvest : Gather Tiberium... Harvesters only. + Hunt : Will seek out enemies as long as he is alive. + None : No action undertaken by the unit / infantry. + Rampage : Like Attack Units, but the unit will attack targets more + wisely. + Retreat : Unknown. Maybe it has something to do with when the units + are attacked, they will retreat to a waypoint? + Return : Unknown. Maybe the same action as retreat? + Sticky : The unit will stay in it's starting cell, regardless of + anything. +8. Att1: The trigger associated with the unit. Put 'None' for no trigger to + be associated. + +****************************** + +9. INFANTRY + +The INFANTRY section has the entries for all the infantry on the map when +the mission starts. + +Syntax: Number on list=Owner,Type of Infantry,Health,Cell number, +Sub-Cell number,Action,Direction,Associated Trigger. + +Example: + +011=GoodGuy,RMBO,256,950,3,Hunt,64,die7 + ^ ^^^^^ ^^ ^ ^ ^ ^^ ^^ ^^ + 1 2 3 4 5 6 7 8 9 + +Definition: + +1. 011: Number on the list. +2. GoodGuy: Owner of the infantry. Possible teams are: + GoodGuy=GDI + BadGuy=Nod + Neutral=Civilians + Special=GDI and Nod stuff can be built by this team + Multi1-Multi6=Individual teams, multiplayer teams +3. RMBO: Type of infantry. Choose from: + RMBO: Commando + DELPHI: Agent Delphi + C1-C10: Civilians + E1: Minigunner + E2: Grenadier + E3: Bazooka Troop + E4: Flame-thrower Troop + E5: Chemical Warrior + E6: Engineer +4. 256: Health of the infantry. + 256=Maximum health. + 1=Basicially dead. +5. 950: The cell number the infantry is located at. +6. 3: The sub-cell number the infantry is in. 5 infantry can be in one cell, + thus sub-cell number values of 0 - 4. +7. Hunt: Action he undertakes during the mission. + Area Guard : Guard an area of a few cells around the infantry / unit. + Attack Base : Attack the enemy base (give Engineers this command to + take over buildings). + Attack Civil. : Attack all civilians. + Attack Tarcom : Unknown. + Attack Units : Attack the enemy units and infantry. + Defend Base : Unit / Infantry will defend it's base from enemy attacks. + Guard : Unit will only guard a one cell radius, and will only attack + units which attack it. + Harvest : Gather Tiberium... Harvesters only. + Hunt : Will seek out enemies as long as he is alive. + None : No action undertaken by the unit / infantry. + Rampage : Like Attack Units, but the unit will attack targets more + wisely. + Retreat : Unknown. Maybe it has something to do with when the units + are attacked, they will retreat to a waypoint? + Return : Unknown. Maybe the same action as retreat? + Sticky : The unit will stay in it's starting cell, regardless of + anything. +8. 64: Direction which the infantry is facing. + 0=North + 64=East + 128=South + 192=West +9. die7: The trigger associated with the infantry. Put `None' for no trigger + to be associated. + +****************************** + +10. STRUCTURES + +The STRUCTURES section of the .ini file has the data for all the structures, +or buildings, in the mission. + +Syntax: Number on list=Owner,Structure type,Health,Cell number,Direction, +Associated Trigger. + +Example: + +021=BadGuy,AFLD,256,1668,0,Atk1 + ^ ^^^^ ^^ ^ ^^ ^ ^^ + 1 2 3 4 5 6 7 + +Definition: + +1. 021: It's number on the list of structures in the structure section. +2. BadGuy: The owner of the structure. Possible teams are: + GoodGuy=GDI + BadGuy=Nod + Neutral=Civilians + Special=GDI and Nod stuff can be built by this team + Multi1-Multi6=Individual teams, multiplayer teams +3. AFLD: The type of structure: an Airfield. Choose from: + TMPL: Temple of Nod + EYE: Advanced Communications Center + WEAP: Weapons Factory + GTWR: Guard Tower + ATWR: Advanced Guard Tower + OBLI: Obelisk of Light + GUN: Gun Turret + FACT: Construction Yard + PROC: Tiberium Refinery + SILO: Tiberium Silo + HPAD: Helipad (Nod Apaches and GDI Orca pads) + HQ: Communications Center + SAM: Sam Site + AFLD: Airstrip + NUKE: Power Plant + NUK2: Advanced Power Plant + HOSP: Hospital + BIO: Biotech Lab + PYLE: Barracks + HNOD: Hand of Nod + ARCO: Civilian Water Pump + FIX: Repair Bay + MISS: Technology Center / Prison + V01 - V37: Civilian Buildings +4. 256: The health of the structure. + 256=Full Health + 1=Basicially Dead. +5. 1668: The cell number the structure is in. +6. 0: The direction the structure is facing. For structures, this is only + useful with Nod Gun Turrets. Here are possible values: + 0=North + 32=North-East + 64=East + 96=South-East + 128=South + 160=South-West + 192=West + 224=North-West +7. Atk1: A trigger associated with the structure. Put 'None' for no trigger + to be associated with the structure. + +****************************** + +11. BASE + +The BASE section defines which structures the computer is to rebuild. This +section of the .ini file is not done by CCMap, but by a utility called +BaseIt. It is included with CCTools, but can be downloaded off the Internet +as a single, separate utility. + +Syntax: Number on list=What to Rebuild,Number + +Example: + +013=GUN,956312320 + ^ ^ ^^^^^ + 1 2 3 + +Definition: + +1. 13: Number on the list. +2. GUN: Type of structure to rebuild. +3. 956312320: A strange number which defines where to rebuild the structure. + +****************************** + +12. CELLTRIGGERS + +CELLTRIGGERS are very unique. When you cross a certain cell, the associated +trigger is activated. With this, you can have reinforcements arrive when you +cross bridges, a nuke hit your base when you enter their base, and many other +things. + +Syntax: Cell number=Associated Trigger + +Example: + +2054=drop + ^^ ^^ + 1 2 + +Definition: + +1. 2054: The cell which must be crossed for the associated trigger to + activate. +2. drop: The associated trigger. This is actually a shortcut to any of the + triggers in the trigger section. + +****************************** + +13. TRIGGERS + +The TRIGGERS section is the part of the .ini file which is probably the most +important. This tells when reinforcements to arrive, what the mission +objectives are, etc. It basically tells what happens when. Some triggers may +be associated with buildings, units, and infantry, but other triggers can +activate upon a certain amount of time passing, if something is built, if +something is attacked or destroyed, or many other things. Some trigger +entries may be associated to TeamType entries. + +Syntax: Trigger Name=Why Activated,What Happens,Counter,Who Activates +Trigger,Associated TeamType Entry,Loop + +Example: + +SPY=Discovered,Ion Cannon,0,BadGuy,dstry,0 + ^ ^^^^^^ ^^^^^^^^ ^ ^^ ^^^ ^ + 1 2 3 4 5 6 7 + +Definition: + +1. SPY: The name of the trigger. These can be anything you want... +2. Discovered: This is why the trigger was activated. For example, this + trigger would be activated if a unit associated with trigger SPY was + discovered by the player. Others entries are: + # Bldgs Dstr. : Trigger activates when the number of buildings in the + counter section are destroyed for the associated side. + # Units Dstr. : Trigger activates when the number of units in the + counter section are destroyed for the associated side. + All Destr. : Trigger activates when everything of the associated side + is destroyed. + Any : Used in association with the Cap=Win/Des=Lose variable. + Attacked : Trigger activates if the associated infantry / structure / + unit is attacked. + Bldgs Destr. : Trigger activates when all buildings of the associated + side have been destroyed. + Built It : Trigger is activated when the specified structure is built. + See the builtit.txt file on how to use this trigger. + Civ. Evac. : Trigger activates when all civilians are evacuated. + Credits : Trigger activates when the number of credits have been + reached in the counter section (credits / 10). + Destroyed : Trigger activates if the associated infantry / structure / + unit has been destroyed. + Discovered: Trigger activates if the associated infantry / structure / + unit has been discovered. + House Discovered : Trigger activates if the associated house (side) + has been seen by the player. + No Factories : Trigger activates if all unit / infantry producing + buildings have been destroyed (Nod: Hand of Nod & Airstrip; GDI: + Barracks & Weapons Factory) for the associated side. + None : Nothing activates the trigger. + Player Enters : Trigger activates when the player enters the cell + associated in the CellTriggers section. + Time : Trigger activates when a certain amount of time units has + passed. + Units Destr. : Trigger activates when all units of the associated + side have been destroyed. +3. Ion Cannon: This is what happened when the trigger is activated. Other + entries are: + Airsrike : A-10 Airstrike occurs. + All to Hunt : When the Trigger is activated, the associated side's + units & infantry go hunting for you. + Allow Win : Even if the Win trigger has been activated, you can not + complete the mission until the Allow Win trigger has been activated. + Autocreate : When the Trigger is activated, the computer player + randomly creates a team from the TeamType section. + Cap=Win/Des=Lose : When the buildings is captured, the mission is won. + If destroyed, you lose the mission. + Create Team : Create the associated TeamType entry (used only with the + 1,0,0,1,0,15,1,0,0, combo). + Dstry Teams : Unknown. But in one .ini file for C&C, I did see a + Teams entry, but no teams were listed. + Dstry Trig 'XXXX' : Destroys the trigger called XXXX. + Dstry Trig 'YYYY' : Destroys the trigger called YYYY. + Dstry Trig 'ZZZZ' : Destroys the trigger called ZZZZ. + DZ at 'Z' : This lights up the yellow flare at Waypoint 25. + Ion Cannon : Ion Cannon is fired. + Lose : You lose the mission when the trigger is activated. + None : Nothing is activated. + Nuclear Missile : Nuclear Missile is fired. + Production : Reproduce destroyed buildings with using BaseIt, enables + the associated side to create teams. + Reinforce. : Reinforcements via A10s, APC, Chinook, Hovercraft, or + rolling off the side of the screen. + Win : You win the mission when the trigger is activated. +4. 0: This is a counter. Depending on your trigger action (entry 2, + Discovered) it can count credits, time, number of buildings destroyed, + and represent what structure is used with the Build It trigger. +5. BadGuy: Who activates the trigger. +6. dstry: TeamType entry associated with the trigger. Put 'None' for no + association. +7. 0: How many times the trigger is activated. + 0=Once. + 1 or 2=Trigger repeats once entry 4 (the counter) is reached again. + +****************************** + +14. TEAMTYPES + +TEAMTYPE entries are hard to understand... they are the entries which were +associated at the end of the Trigger entries. They tell specifically what the +Chinooks drop off, when the Chinooks come in, when APCs drop off, when APCs +come in, when the computer opponent creates teams of units, when A-10 +Airstrikes arrive, and when reinforcements come in off the side of the +screen. + +Syntax: TeamType Name=Team Owner,Number Combo,Number of Units,Units and +Quantity,Number of Actions,Actions. + +Example: + +atck=GoodGuy,1,0,0,1,0,15,1,0,0,2,MTNK:2,RMBO:1,2,Move:5,Attack Base:80,0,0 + ^^ ^^^ ^^^^^^^^^^^^^^^^^^ ^ ^^^^^^^^^^^ ^ ^^^^^^^^^^^^^^^^^^^ + 1 2 3 4 5 6 7 + +Definition: + +1. atck: The TeamType name, as associated to the trigger entries. +2. GoodGuy: The 'owner' of the team. Again, possible values are: + GoodGuy=GDI + BadGuy=Nod + Neutral=Civilians + Special=GDI and Nod stuff can be built by this team + Multi1-Multi6=Individual teams, multiplayer teams +3. 1,0,0,1,0,15,1,0,0,: The number combo. This defines what will happen in + this TeamType entry. Use the following templates: + 1,0,0,1,0,15,1,0,0, or 0,0,0,0,0,15,0,0,0,: Create a team of units. + 0,0,0,0,0,7,0,0,0,: Reinforce by hovercraft, APC, Chinook, or by + rolling off the side of the screen. + 1,0,0,0,0,7,0,0,0,: Reinforce by A10 Airstrike, or by reinforcements + rolling off the side of the screen. See the text file on how to do + that. +4. 2: Number of units / infantry types in the team (not the total quantity). +5. MTNK:2,RMBO:1,: The units / infantry in the team and their quantity. We + know what the MTNK, and RMBO stand for (if you don't, see sections UNITS + and INFANTRY). Notice that each one is followed by a colon, then a + number. The number after the colon is the quantity of the preceding + unit / infantry in the TeamType. So this entry creates 2 Medium tanks and + 1 Commando. +6. 2: Number of actions which they will under take. Here they move to + waypoint 5 then attack your base for 80 time units. The last action + entry should end with ,0,0. Other actions are: + Move : The units / infantry go to the designated waypoint. The + waypoint is the number after the colon. + Loop : Used at the end of all the actions. It will make the actions + loop over and over. Use a 1 after the colon. + Unload : For Chinooks, APCs, and Hovercraft, this command will have + them unload their cargo at the waypoint they are at. First give them + a move command to a specific waypoint, then an unload command with + the waypoint (i.e. Move:7,Unload:7) + Attack Units : Attacks enemy units. The number after the colon is for + how long the units are to attack. + Attack Base : Attacks enemy base (use this command for engineers + unloading off of Chinooks, APCs of Hovercraft to have them attempt + to capture buildings. Commandos do not use their C4 when given this + command). The number after the colon is for how long the units are + to attack. + +****************************** + +15. BRIEFING + +The BRIEFING section is for Covert Operations only. This is the text briefing +given every time you choose a new mission from the New Missions menu, and +the same text given when you Restate your mission objectives. + +Every mission briefing may contain 304 characters. You may split the 304 +characters into 4 lines (76 per line), or have many more lines, but with +less characters per line. + +Here is an example of a BRIEFING section: + + [BRIEFING] + 1=This is an example mission briefing for this document. + 2=Don't put this briefing in your real mission or you're stupid. + 3=If you do, consult your psychiatrist immediately: you are insane. + 4=But don't worry, he can help you. + +For those of you without Covert Ops, below is how you make your mission +briefing. First, remember that set of letters and numbers which are the +prefix to the .ini and .bin files of your mission? For example, say that +mine were SCG12EA. Now, create a new file called MISSION.INI in the +Command & Conquer directory. Edit it through a DOS text editor. I would put +mine to look like this: + + [SCG12EA] + 1=This is an example mission briefing for this document. + 2=Don't put this briefing in your real mission or you're stupid. + 3=If you do, consult your psychiatrist immediately: you are insane. + 4=But don't worry, he can help you. + +Of course, your mission briefing may look (well, I hope it does) much +different then this one. Most likely the text and the combo of letters and +numbers at the top. + +****************************** + +16. You're done! + +Hope this gives you a good idea how to edit your .ini file. If you still +don't understand some things (or maybe a lot of things) visit our WebBoard +and ask around. It's at +http://www.io.org/~isarog/c-c/php.cgi/~isarog/c-c/wwwboard/wwwboard2.html. + +=============================================================================== + Copyright (C) 1996 Mark Smeltzer aka WarZone +============================================================================== + Built It Trigger FAQ + +[1-1] Reasons why you would want to use it +[1-2] A thorough explaination of how to use it +[1-3] An advertisement of sorts for...The Ultimate C&C Startup Program! + *** Note: This is freeware! *** +============================================================================== +[1-1] Reasons why you would want to use the "Built It" trigger: + +* suppose you want the AI to be able to start production when the "player" + creates a specific building (ex. a comm. centre) +* suppose that when a guard tower (etc.) is built you want a bunch of units + to attack +* suppose you want reinforcements to come when the "player" build an + adavanced comm. center +* suppose computer rebuilds its temple then the "player" gets reinforced +* and there are hundreds more! +============================================================================== +[1-2] A thorough explaination of the "Built It" trigger: +*** Note: this is the complicated part *** + +Here's the format: + +aaaa=Built It,bbbb,cccc,dddd,eeee,ffff +ex.= rein=Built It,Reinforce.,0,GoodGuy,rein1,0 + +aaaa= The name of the trigger (whatever you want here) +bbbb= the action the will occur when the structure is built +cccc= This is a number value that represents the sturcture to be rebuilt + + Here are the values: + TMPL = 20 + EYE = 21 + WEAP = 0 + GTWR = 1 + ATWR = 2 + OBLI = 3 + GUN = 5 + FACT = 6 + PROC = 7 + SILO = 8 + HPAD = 9 + HQ = 4 + SAM = 10 + AFLD = 11 + NUKE = 12 + NUK2 = 13 + PYLE = 15 + HAND = 19 + FIX = 17 + Sandbag Wall = 60 * + Chainlink Fence = 61 * + Concrete Wall = 62 * + Barbed Wire = 63 * + Wooden Fence = 64 * + * I haven't tested these...but the numbers are right. + +dddd= which side builds the sturctures that activates the action + *** this can be the computer *** + Possible Values Are: + GoodGuy BadGuy Special Neutral Muilt1 - Muilt6 +eeee= the teamtype to build/reinforce id the action is Reinforce. or + Create Team +ffff= specifies the trigger to loop + 0 = don't loop + < 0 = loop (1 to 9) * + * not sure what the difference in behavior between these numbers's is \ No newline at end of file