855 lines
33 KiB
Plaintext
855 lines
33 KiB
Plaintext
Chapter II
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Editing the .ini file
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by mgP <parker@telis.org>
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******************************
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Introduction
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Now that you have finished making your map with CCMap, you may wish to learn
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some things about the .ini file.
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Oh yeah... I almost forgot. You are probably asking, `What is an .ini file?'.
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Well, every time you save your map to your hard drive in CCMap, it saves it
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in two files. One is a file with a .map extension, which is always at 8K
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(8192 bytes). This .map file contains information on the location and type of
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all the map tiles in your mission. The other file is the .ini file, and is
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probably much more important. It saves everything else you put on your map,
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such as Tiberium, structures, infantry, units, trees, concrete walls, etc.
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The .ini file can be edited through a text editor, such as MS-DOS Edit or
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Notepad. By adding new sections to the .ini file, your mission can become
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more advanced. The computer opponent(s) can create teams of units to attack
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you at time intervals, or drop a load of engineers on a Chinook every once
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in a while. Maybe they will fire an Ion Cannon at you once you attack their
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base, or maybe launch a nuke at you when you attack their Temple of Nod.
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That all sounds pretty cool, huh? Well there's more. You can change the
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environment your mission is in, the size of the map you play on, the video
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and text briefings you get, and many other things. All of this is done by
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editing the .ini file. In this chapter, I'll show you how to do just that,
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and give you some examples of other things. Another thing: there is one
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drawback to the .ini file. If it exceeds 16 or 17K, you'll start to miss
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some things from your mission. Maybe some triggers will disappear, then some
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Tiberium, then some units, then...
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I am now going to start. Each of the following chapters is a part of the .ini
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file, and the heading of each .ini file part is the chapter name. In each, I
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will give an example of what it might look like in your .ini file. In some,
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I will also give a syntax, the order the variables for the example.
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******************************
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ALSO, IF YOU HAVE ANY QUESTIONS ABOUT ANYTHING HERE, OR ANYTHING NOT
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LISTED HERE, DO NOT EMAIL ME. INSTEAD, ASK THEM AT OUR WEB BOARD AT
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http://www.io.org/~isarog/c-c/php.cgi/~isarog/c-c/wwwboard/wwwboard2.html
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******************************
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Table of Contents
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1. BASIC
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2. MAP
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3. WAYPOINTS
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4. [GOODGUY], [BADGUY], [NEUTRAL], [SPECIAL], [MULTI1 - MULTI6]
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5. TERRAIN
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6. OVERLAY
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7. SMUDGE
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8. UNITS
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9. INFANTRY
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10. STRUCTURES
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11. BASE
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12. CELLTRIGGERS
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13. TRIGGERS
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14. TEAMTYPES
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15. BRIEFING
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16. You're done!
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******************************
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1. BASIC
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The BASIC section is the first part of the .ini file. This tells of the
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videos played before and after the mission, what side the player is, the
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name of the mission, and some things which are unknown.
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Example:
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[BASIC]
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CarryOverCap=-1 1
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CarryOverMoney=35 2
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Intro=X 3
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BuildLevel=13 4
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Theme=No Theme 5
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Percent=30 6
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Player=BadGuy 7
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Action=X 8
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Lose=X 9
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Win=X 10
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Brief=X 11
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Name=Terrorists in the Village 12
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Definition:
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1. CarryOverCap: Unknown.
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2. CarryOverMoney: The amount of credits carried over from the previous
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mission divided by 100. So 35 equals 3500 credits. However, I have found
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this not to be the case.. I think it is the percent of credits carried
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over from the previous mission.
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3. Intro: The introductory video played before the mission starts. See the
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ccmovies.txt file for valid entries. Put an 'x' for no video.
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4. BuildLevel: Changing this number does not really affect what you can build
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in the game. The maximum value for this number is 99. A good way to be
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able to build most things is replace a mission far in the game with your
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mission.
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5. Theme: What song is playing when the mission starts. Many to choose from.
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See the ccsongs.txt file for valid entries.
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6. Percent: Unknown.
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7. Player: This is the side you will play as in your mission:
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GoodGuy=GDI
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BadGuy=Nod
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Neutral=Civilians
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Special=GDI and Nod stuff can be built by this team
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Multi1-Multi6=Individual teams, multiplayer teams
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8. Action: A video played before the mission, but after the one in Intro.
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See the ccmovies.txt file for valid entries. Put an 'x' for no video.
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9. Lose: The video played if you lose the mission. See the ccmovies.txt file
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for valid entries. Put an 'x' for no video.
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10. Win: The video played if you win the mission. See the ccmovies.txt file
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for valid entries. Put an 'x' for no video.
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11. Brief: The briefing video... Many too choose from. See the ccmovies.txt
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file for valid entries. Put an 'x' for no video.
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12. Name: This is for Covert Operations owners only. It will show up as this
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name and it will show up in the `New Missions' list. Command & Conquer
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owners without Covert Ops can put a name here also to specify the name
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of their mission.
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******************************
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2. MAP
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The MAP section of the .ini file tells of how big the map is going to be,
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and the environment you will be in.
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Example:
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[MAP]
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Height=35 1
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Width=30 2
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X=1 3
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Y=1 4
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Theater=Winter 5
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Definition:
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1. Height: Change this number to change the height of the map in your
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mission. 64 is the maximum, but never go above 62. If you exceed 62,
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Antanovs and A-10s will be stuck at the border of the map when they fly
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in from the sides / top and bottom. Also, if you exceed 63, CCMap will
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lock up.
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2. Width: Change this number to change the width of the map in your mission.
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64 is the maximum, but never go above 62. If you exceed 62, Antanovs and
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A10s will be stuck at the border of the map when they fly in from the
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sides / top and bottom. Also, if you exceed 63, CCMap will lock up.
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3. X: The horizontal position of the top-left corner of the map. Values
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range from 0 - 2. A value other than 1 lets you view the extra 1 cell
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border on a 62x62 map.
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4. Y: The vertical position of the top-left corner of the map. Values range
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from 0 - 2. A value other than 1 lets you view the extra 1 cell border
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on a 62x62 cell map.
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5. Theater: The mission environment. Choose from Desert, Temperate, or
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Winter.
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Note: It is best to change the Height and the Width values of your mission
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before you actually create the mission with CCMap. This will adjust the size
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map you are creating. It is also a good idea to change the Theater value
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before you make your map. Changing theater values in the middle, or after
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you create your mission, can mess up the map.
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******************************
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3. WAYPOINTS
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Waypoints are used in the TeamType section. All waypoints are actually cell
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numbers, but instead of using the actual cell number, C&C will look up the
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cell number in the appropriate waypoint. There are a total of 32 waypoints,
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from 0 through 31, which you can define as you wish (as cell numbers). Most
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missions have at least 27 waypoints. But three waypoints serve a specific
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purpose:
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- Waypoint 25: The yellow flare is always lit at this waypoint if
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designated.
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- Waypoint 26: The cell at the top left corner of the screen when the
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mission starts. This is so you don't end up with a black screen at the
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start of the mission, and have to go searching around a dark map until
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you find one of your units.
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- Waypoint 27: This waypoint is the default drop cell for Chinooks and APCs
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if no 'Unload' command is specified.
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If a waypoint has a value of '-1' it is unused.
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Syntax: Waypoint=Cell number it represents
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Example:
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10=1377
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^^ ^^
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1 2
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Definition:
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1. 10: The waypoint # 10.
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2. 1377: The cell number waypoint 10 represents.
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******************************
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4. [GOODGUY], [BADGUY], [NEUTRAL], [SPECIAL], [MULTI1 - MULTI6]
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The sections GOODGUY, BADGUY, NEUTRAL, SPECIAL, MULTI1 - MULTI6 are very
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important. Each of these sections tells of each side, including their allies,
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starting credits, what edge of the map reinforcements come from, and some
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unknown things.
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Example:
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[BadGuy]
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Flaghome=0 1
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FlagLocation=0 2
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MaxBuilding=70 3
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MaxUnit=150 4
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Allies=BadGuy, Special 5
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Edge=East 6
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Credits=70 7
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Definition:
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1. Flaghome: Unknown.
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2. FlagLocation: Unknown.
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3. MaxBuilding: Unknown.
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4. MaxUnit: Unknown.
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5. Allies: This tells who your allies are. They won't attack you in your
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mission. You can have multiple entries here.
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6. Edge: Reinforcements by APC, and Chinook come from this side of the map.
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Hovercraft always come from the south.
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7. Credits: This number is the number of credits this side starts with,
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divided by 100. So the 70 equals 7000 credits.
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******************************
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5. TERRAIN
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The TERRAIN section has the type and location of all the terrain tiles in
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your map. CCMap will handle all this for you. It is to complicated to put
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in these entries manually, and too complicated to explain.
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******************************
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6. OVERLAY
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This OVERLAY section has the type and location of all the overlay tiles in
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your map. They include Tiberium, crates, sandbag walls, chainlink fences,
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concrete walls, wooden fences, and barbed wire.
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Syntax: Cell number=Overlay
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Example:
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541=TI12
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^ ^^
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1 2
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Definition:
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1. 541: The cell number this overlay tile is located in.
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2. TI12: Tiberium with a density rating of 12.
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Other overlay entries go like this:
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WCRATE: Wooden crate containing 2000 Tiberium credits.
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SCRATE: A steel crate containing one of the three parts to the nuke.
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TI1: Tiberium with a density rating of 1.
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TI2: Tiberium with a density rating of 2.
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TI3: Tiberium with a density rating of 3.
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TI4: Tiberium with a density rating of 4.
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TI5: Tiberium with a density rating of 5.
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TI6: Tiberium with a density rating of 6.
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TI7: Tiberium with a density rating of 7.
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TI8: Tiberium with a density rating of 8.
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TI9: Tiberium with a density rating of 9.
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TI10: Tiberium with a density rating of 10.
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TI11: Tiberium with a density rating of 11.
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TI12: Tiberium with a density rating of 12.
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BRIK: Concrete wall.
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SBAG: Sandbag wall.
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CYCL: Chainlink fence.
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BARB: Barbed wire.
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WOOD: Wooden fence.
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******************************
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7. SMUDGE
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Entries in SMUDGE are bomb craters (like the ones Adv. Guard Tower missiles
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leave in the ground after they fire) and scorch marks (like the ones on the
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ground after a nuke has hit, or when a flame tank scorches the ground).
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These craters and scorch marks do not show up in CCMap, but will appear in
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the mission. You will have to add these manually.
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Syntax: Cell number=Smudge mark.
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Example:
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964=SC4
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^ ^
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1 2
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Definition:
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1. 964: The cell number this smudge is in.
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2. SC4: The type of smudge mark. SC1 through SC6 are scorch-marks, and CR1
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through CR6 are bomb craters.
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******************************
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8. UNITS
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The UNITS section has the entries for all of the units which are on the map
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when the mission starts.
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Syntax: Number on list=Owner,Type of Unit,Health,Cell number,Direction,
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Action,Associated Trigger.
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Example:
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006=GoodGuy,HTNK,256,512,96,Area Guard,att1
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^ ^^^^^ ^^ ^ ^ ^^ ^^^^^^ ^^
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1 2 3 4 5 6 7 8
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Definition:
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1. 006: The number on the list of units in the units section.
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2. GoodGuy: Owner of the unit. Possible teams are:
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GoodGuy=GDI
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BadGuy=Nod
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Neutral=Civilians
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Special=GDI and Nod stuff can be built by this team
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Multi1-Multi6=Individual teams, multiplayer teams
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3. HTNK: What type of unit it is: a Heavy Tank (Mammoth Tank). Choose from:
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VICE: Viceroid
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FTNK: Flame Tank
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STNK: Stealth Tank
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LTNK: Light Tank
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MTNK: Medium Tank
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HTNK: Heavy Tank (Mammoth Tank)
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MHQ: Mobile Headquarters
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LST: Hovercraft
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MRLS: Honest John Rocket Launcher
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ARTY: Mobile Artillery
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HARV: Harvester
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MCV: Mobile Construction Vehicle
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JEEP: Humm-Vee
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BGGY: Nod Buggy
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BIKE: Recon Bike
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MSAM: Mobile Rocket Launcher
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APC: Assault Personnel Carrier (APC)
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BOAT: Gunboat
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TRIC: Triceratops
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TREX: Tyrannosaurus Rex
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RAPT: Velociraptor
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STEG: Stegosaurus
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4. 256: Health of the unit.
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256=Maximum health.
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1=Basicially dead.
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5. 512: Cell number the unit is located at.
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6. 96: Direction the unit is facing. Choose from:
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0=North
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32=North-East
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64=East
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96=South-East
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128=South
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160=South-West
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192=West
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224=North-West
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7. Area Guard: Action he undertakes during the mission. Choose from:
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Area Guard : Guard an area of a few cells around the infantry / unit.
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Attack Base : Attack the enemy base (give Engineers this command to
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take over buildings).
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Attack Civil. : Attack all civilians.
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Attack Tarcom : Unknown.
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Attack Units : Attack the enemy units and infantry.
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Defend Base : Unit / Infantry will defend it's base from enemy attacks.
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Guard : Unit will only guard a one cell radius, and will only attack
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units which attack it.
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Harvest : Gather Tiberium... Harvesters only.
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Hunt : Will seek out enemies as long as he is alive.
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None : No action undertaken by the unit / infantry.
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Rampage : Like Attack Units, but the unit will attack targets more
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wisely.
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Retreat : Unknown. Maybe it has something to do with when the units
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are attacked, they will retreat to a waypoint?
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Return : Unknown. Maybe the same action as retreat?
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Sticky : The unit will stay in it's starting cell, regardless of
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anything.
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8. Att1: The trigger associated with the unit. Put 'None' for no trigger to
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be associated.
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******************************
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9. INFANTRY
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The INFANTRY section has the entries for all the infantry on the map when
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the mission starts.
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Syntax: Number on list=Owner,Type of Infantry,Health,Cell number,
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Sub-Cell number,Action,Direction,Associated Trigger.
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Example:
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011=GoodGuy,RMBO,256,950,3,Hunt,64,die7
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^ ^^^^^ ^^ ^ ^ ^ ^^ ^^ ^^
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1 2 3 4 5 6 7 8 9
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Definition:
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1. 011: Number on the list.
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2. GoodGuy: Owner of the infantry. Possible teams are:
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GoodGuy=GDI
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BadGuy=Nod
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Neutral=Civilians
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Special=GDI and Nod stuff can be built by this team
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Multi1-Multi6=Individual teams, multiplayer teams
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3. RMBO: Type of infantry. Choose from:
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RMBO: Commando
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DELPHI: Agent Delphi
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C1-C10: Civilians
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E1: Minigunner
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E2: Grenadier
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E3: Bazooka Troop
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E4: Flame-thrower Troop
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E5: Chemical Warrior
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E6: Engineer
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4. 256: Health of the infantry.
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256=Maximum health.
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1=Basicially dead.
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5. 950: The cell number the infantry is located at.
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6. 3: The sub-cell number the infantry is in. 5 infantry can be in one cell,
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thus sub-cell number values of 0 - 4.
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7. Hunt: Action he undertakes during the mission.
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Area Guard : Guard an area of a few cells around the infantry / unit.
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Attack Base : Attack the enemy base (give Engineers this command to
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take over buildings).
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Attack Civil. : Attack all civilians.
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Attack Tarcom : Unknown.
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Attack Units : Attack the enemy units and infantry.
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Defend Base : Unit / Infantry will defend it's base from enemy attacks.
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Guard : Unit will only guard a one cell radius, and will only attack
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units which attack it.
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Harvest : Gather Tiberium... Harvesters only.
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Hunt : Will seek out enemies as long as he is alive.
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None : No action undertaken by the unit / infantry.
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Rampage : Like Attack Units, but the unit will attack targets more
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wisely.
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Retreat : Unknown. Maybe it has something to do with when the units
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are attacked, they will retreat to a waypoint?
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Return : Unknown. Maybe the same action as retreat?
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Sticky : The unit will stay in it's starting cell, regardless of
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anything.
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8. 64: Direction which the infantry is facing.
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0=North
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64=East
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128=South
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192=West
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9. die7: The trigger associated with the infantry. Put `None' for no trigger
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to be associated.
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******************************
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10. STRUCTURES
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The STRUCTURES section of the .ini file has the data for all the structures,
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or buildings, in the mission.
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Syntax: Number on list=Owner,Structure type,Health,Cell number,Direction,
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Associated Trigger.
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Example:
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021=BadGuy,AFLD,256,1668,0,Atk1
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^ ^^^^ ^^ ^ ^^ ^ ^^
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1 2 3 4 5 6 7
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Definition:
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1. 021: It's number on the list of structures in the structure section.
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2. BadGuy: The owner of the structure. Possible teams are:
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GoodGuy=GDI
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BadGuy=Nod
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Neutral=Civilians
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Special=GDI and Nod stuff can be built by this team
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Multi1-Multi6=Individual teams, multiplayer teams
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3. AFLD: The type of structure: an Airfield. Choose from:
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TMPL: Temple of Nod
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EYE: Advanced Communications Center
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WEAP: Weapons Factory
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GTWR: Guard Tower
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ATWR: Advanced Guard Tower
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OBLI: Obelisk of Light
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GUN: Gun Turret
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FACT: Construction Yard
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PROC: Tiberium Refinery
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SILO: Tiberium Silo
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HPAD: Helipad (Nod Apaches and GDI Orca pads)
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HQ: Communications Center
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SAM: Sam Site
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AFLD: Airstrip
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NUKE: Power Plant
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NUK2: Advanced Power Plant
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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 |