5180 lines
223 KiB
Plaintext
Executable File
5180 lines
223 KiB
Plaintext
Executable File
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The Red Alert
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Single Player Mission Creation Guide
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Release 1.1
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May 28, 1997
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Copyright 1997 Andrew Griffin and C. F. Harkins
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All Rights Reserved
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andrewg@light.iinet.net.au
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cfhark@msn.com
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DISCLAIMER
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The purpose of this guide is to aid the public with the creation of
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single player missions for the game Command and Conquer: Red Alert, by
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Westwood Studios Inc.
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The authors claim no responsibility regarding any illegal activity
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concerning this guide, or indirectly related to this guide.
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Future updates and add-ons may render parts of this guide obsolete.
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TRADEMARK INFORMATION
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Command and Conquer: Red Alert is a trademark of Westwood Studios, Inc.,
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and is so acknowledged. Any trademarks not directly mentioned are also
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acknowledged.
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COPYRIGHT NOTICE
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This article is Copyright 1997 by Andrew Griffin and C.F.Harkins.
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All rights reserved. You are granted the following rights:
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I. To make copies of this work in original form, provided:
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(a) the copies are exact and complete;
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(b) the copies include the copyright notice and these paragraphs in
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their entirety;
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(c) the copies give obvious credit to the authors, Andrew Griffin
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and C.F. Harkins;
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(d) the copies are in electronic form.
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II. To distribute this work, or copies made under the provisions above,
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provided:
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(a) this is the original work and not a derivative form;
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(b) you do not charge a fee for copying or for distribution;
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(c) you ensure that the distributed form includes the copyright
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notice, this paragraph, the disclaimer of warranty in
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their entirety and credit to the authors;
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(d) the distributed form is not in an electronic magazine or
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within computer software (prior explicit permission may be
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obtained from Andrew Griffin or C.F. Harkins);
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(e) the distributed form is the newest version of the article to
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the best of the knowledge of the distributor;
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(f) the distributed form is electronic.
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This document is for reading, not taking. You may not distribute this
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work by any non-electronic media, including but not limited to books,
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newsletters, magazines, manuals, catalogues, and speech. You may not
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distribute this work in electronic magazines or within computer software
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without prior written explicit permission. These rights are temporary
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and revocable upon written, oral, or other notice by Andrew Griffin or
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C.F. Harkins.
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To report a suspected copyright violation, or to request additional
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rights beyond those granted above, write to the either of the authors at
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"andrewg@light.iinet.net.au" or "cfhark@msn.com" on the Internet.
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Table of Contents
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CHAPTER [1] Introduction
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[1-1] Foreword and Introduction
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[1-2] What this guide is NOT
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[1-3] Getting the guide
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[1-3-1] Usenet
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[1-3-2] WWW
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[1-3-3] BBS
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[1-4] Contributing to the guide
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[1-5] Acknowledgements
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[1-6] Accuracy of Information
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-SECTION ONE- GENERAL OVERVIEW
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CHAPTER [2] Notes Before You Start
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[2-1] Negative numbers - what's the deal?
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[2-2] Determining where things go
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[2-3] .ini and .mpr files
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[2-4] A warning about Red Alert's parser
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[2-5] Placing walls around the map
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[2-5-1] Fences1.mpr file
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CHAPTER [3] Glossary
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[3-1] Terms used in this document
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-SECTION TWO- SPECIFIC INFORMATION
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CHAPTER [4] Mission File Components
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[4-1] [Basic] Section
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[4-2] [Map] Section
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[4-3] Country Specific Information
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[4-4] [STRUCTURES] Section
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[4-5] [SHIPS] Section
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[4-6] [INFANTRY] Section
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[4-7] [UNITS] Section
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[4-8] [TERRAIN] Section
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[4-9] [SMUDGE] Section
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[4-10] [Base] Section
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[4-11] [Waypoints] Section
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[4-12] [CellTriggers] Section
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[4-13] [Trigs] Section
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[4-13-1] Trigger Information
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[4-13-2] Available Trigger Events
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[4-13-3] Available Trigger Actions
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[4-14] [TeamTypes] Section
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[4-14-1] Available TeamType Actions
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[4-15] [MapPack] Section
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[4-16] [OverlayPack] Section
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[4-17] [Digest] Section
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[4-18] [Briefing] Section
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[4-19] [Overlay] Section
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CHAPTER [5] Tables
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[5-1] Available Red Alert Movies
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[5-2] Available Red Alert Songs
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[5-3] Available Red Alert Speeches
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[5-4] Available Red Alert Sound Effects
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[5-5] Available Red Alert Countries
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[5-6] Available Red Alert Buildings
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[5-7] Available Red Alert Infantry Units
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[5-8] Available Red Alert Vehicles
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[5-9] Available Red Alert Aircraft
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[5-10] Available Red Alert Ships
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[5-11] Available Unit Formations
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[5-12] Available Red Alert Special Weapons
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[5-13] Available Initial Unit Commands
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[5-14] Available Terrain Types
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[5-15] Available Smudge Types
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[5-16] Available Target Types
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CHAPTER [6] Miscellaneous
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[6-1] Tutorial.ini
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[6-2] Mission.ini
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[6-3] Red Alert Mission Tree
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[6-3-1] Allied Missions
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[6-3-2] Soviet Missions
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[6-3-3] Ant Missions
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-SECTION THREE- THEORY
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CHAPTER [7] From The Lectern
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[7-1] Contributing to the Lectern
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[7-2] How to get units appearing out of buildings
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[7-3] Changing Red Alert Values
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[7-4] How to control where reinforcements come from
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[7-5] How to get units to enter buildings
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[7-6] Discussion on IQ Levels
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[7-7] On the use of Badger Bombers
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[7-8] The Global Mission Timer
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[7-9] What is the Zone of a cell?
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[7-10] Explaining Global Variables
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[7-11] When a Building Must Be Captured, Not Destroyed
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[7-12] Using your own names
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[7-13] Blowing up bridges
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[7-14] Advanced Editing: Just how extensible is Red Alert?
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[7-15] Remote detonation - the cell of death
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[7-16] Getting units to destroy bridges via teamtypes
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-SECTION FOUR- APPENDICES
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CHAPTER [8] Items To Fill
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CHAPTER [9] Internet Resources
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[9-1] Third Party Programs
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[9-2] WWW Pages
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CHAPTER [10] Revision History
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End Contents
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-------------------------
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CHAPTER [1] Introduction
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-------------------------
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[1-1] Foreword and Introduction
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================================
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This document represents a significant investment of time by the two
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authors, the purpose of which is to see the creation of new single player
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missions for the game Red Alert. Just as there were hundreds of single
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player missions created for the original Command and Conquer, we hope
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that the same will be true for Red Alert.
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It is a sad fact that this guide has to be created by someone other
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than the company that created Red Alert, but for whatever reasons they
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had, Westwood Studios decided to supply a terrain editor that could
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create new multiplayer missions, but could not create new single player
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missions. In order to create a new single player mission, you will use
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the terrain editor to create the map, but will also be using a text
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editor to do everything else.
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That being said, my co-author has this to say (which I agree with, a
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least to a limited extent):
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I don't have a quarrel with Westwood's policy here. Their bread and
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butter is making and selling maps and scenarios. After the host of bad
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C&C missions that were made by independents, they should naturally be
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cautious about giving the means to make RA scenarios to all and every.
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Gresham's Law applies here. They did give us the Rules.ini file,
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and they didn't have to do that.
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There you have what are essentially the two sides to the story: if
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Westwood released their information, then the good mission makers would
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be able to create better missions. The flipside to this is that there
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would be a lot more poor missions, making it that much harder to sift
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through the dross.
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The more discerning reader will notice that there are gaps in our
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knowledge throughout some sections in this guide. We have made a
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significant effort to work out these sections, but there is only so much
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that two brains can accomplish in a finite amount of time. If you work
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out what one of the missing sections pertains to, or have further
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information on something that we have already commented on, then please
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get in contact so that we can make this document as accurate as
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possible. If you do make a submission, we ask that you test it
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thoroughly.
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Making single player missions for Red Alert is not easy, even if you
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have some previous experience with creating new missions for Command and
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Conquer. This is mainly through the increased complexity of the
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triggers that you now have access to, which enable some quite
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intricate activities. Yes, you can create a mission using just the
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simplistic forms of triggers, but it is the opinion of this author that
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this is akin to buying a car to drive up and down the driveway.
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However, we do recommend that you start off by learning the basics.
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Start with a blank map and just experiment until you begin to get the
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feel of the way the Red Alert triggers operate.
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We wish you the very best in your efforts.
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And, yes, we know the title is a bit of a mouthful, but what else
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could this be called? And I also know that my typing style tends to the
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verbose, but in this case I do not see that as a problem. An effort has
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been made to keep all lines to 74 characters or less, but in the case
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where I have included sections from an external file, this may not be
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possible.
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[1-2] What this guide is NOT
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=============================
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This guide is not meant to tell you what makes a good mission; that
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changes from person to person. If I start to preach about what I
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feel makes a good mission, I trust you to forgive my lapse.
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This guide is also not meant to make everyone into a mission making
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guru. If you were good at creating single player missions for Command
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and Conquer, then you are already a step ahead, as many of the actions
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you must perform are the same. If you have never made a mission before
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all I can say is: give it a try, you may be great at it.
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This guide will also not tell you that I think story is the most
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important part of any mission. Again, the two authors differ in what we
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see making a good mission. To quote cfh: "I'm just a nuts-n-bolts
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kill-em-all type. Plot be damned."
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This guide will not become a 'how do I edit the rules.ini file?'
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guide. It will address single player mission creation only.
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This guide is not meant to encourage you to email us. My email policy
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is based on mass recycling (which means that I delete those emails that
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I have no intention of replying to). Do not contact the authors if you
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want to ask how to do something with a trigger or teamtype, for you are
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likely to end up on the trash heap.
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Just one final note: do NOT send Andrew any of your faulty missions.
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He is a grumpy fellow, and will not debug them for you.
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[1-3] Getting the guide
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========================
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This guide will NOT be sent out by the authors via email, so don't
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even bother to ask.
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[1-3-1] Usenet
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---------------
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A pointer to the Red Alert Single Player Mission Creation Guide will
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be posted irregularly on the following newsgroups:
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(1) alt.games.command-n-conq
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(2) comp.sys.ibm.pc.games.strategic
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Just how often this is posted depends mainly upon when new versions
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are created, and also how lazy I feel. (I do not get the Red Alert
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newsgroups on my news server, so can only post to them if I use
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dejanews).
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[1-3-2] WWW
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------------
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New releases of this Guide will be found at the following World-wide
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Web site:
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http://www.geocities.com/TimesSquare/5458/
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[1-3-3] BBS
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------------
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I am not responsible for uploading new releases of the Red Alert
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Single Player Mission Creation Guide to bulletin board systems. I have
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control over neither them nor their naming conventions, and can not
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guarantee that a given BBS will hold a copy of the creation guide in
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their files area.
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ATTENTION: All BBSes, CompuServe, America Online, and all other
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information services. PLEASE conform to the naming standard of the Red
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Alert Single Player Mission Creation Guide when placing this file on
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your system. The file name should be 'racg?.zip' where the '?' is the
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revision number of the guide or 'racg?.txt' if the guide is a text file
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instead of PKZIPped.
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[1-4] Contributing to the guide
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================================
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If you have something to add to the guide, please send E-mail to
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'andrewg@light.iinet.net.au' or 'cfhark@msn.com' (no quotes), explaining
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your addition. It will be reviewed, and if accepted, edited and added
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to the next revision of the strategy guide. In the E-mail, please
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supply your name (do not rely on us to extract it from the mail
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header). Please be as detailed as possible in your submission.
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Please note that all submissions to the guide become property of the
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authors (Andrew Griffin and C.F. Harkins) and that they may or may
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not be acknowledged. By submitting to the guide, you grant permission
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for use of your submission in any future publications of the guide in
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any media. The authors reserve the right to omit information from a
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submission or delete the submission entirely.
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[1-5] Acknowledgements
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=======================
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Many thanks to Roger Wong for allowing me to copy the style of his Red
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Alert Internet Strategy Guide.
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Much gratitude to Osprey for providing some superb explanations for
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part 2 of the [TeamTypes] entry, along with a lot of other information,
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including the new fences1.mpr file.
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The following people have provided useful information that has been
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incorporated into this guide:
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Gavin Pugh, Jaakko Nenonen, Guy Ulmer
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[1-6] Accuracy of Information
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==============================
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We have made a significant effort to make sure that the information
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contained within this guide is as accurate as possible. However, this
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is not always possible when it comes to sections such as the teamtypes
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section.
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All information retrieval is subject to personal bias, and it may be
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the case that the testbeds that were used in the collection of this
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information introduced a bias into what we were seeing.
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==============================
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-SECTION ONE- GENERAL OVERVIEW
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==============================
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-----------------------------------
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CHAPTER [2] Notes Before You Start
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-----------------------------------
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[2-1] Negative numbers - what's the deal?
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==========================================
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If you look at the original Red Alert missions, you will notice
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almost immediately that the numbers used in this guide for things such
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as speech items, sound effect, etc are completely different from those
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used in the missions. However, on closer scrutiny, you will see that
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this is, in fact, not the case. The numbers used in the original
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missions are all negative numbers, those used in this guide are all
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positive numbers.
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To convert from the negative numbers in the original missions to the
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positive numbers used in this guide, you simply do the following:
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if the negative number is in the negative hundreds (ie -200, -100, -57
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etc), then all you have to do is add 256 to that negative number to get
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the positive number. In the rare occasions where the negative number is
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is the negative 65,000 range, then you add 65536 to get the respective
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positive number.
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You may be wondering why we chose to use the positive numbers rather
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than the negative numbers. There are two reasons for this. The first
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reason is that it is simply more intuitive to use the positive numbers.
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The second reason comes from a belief that I have that the use of the
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negative numbers in the original mission files comes from a bug in the
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Westwood mission creation program. Apparently the parser is competent
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enough to deal with this error, which is a possible reason it was never
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picked up. Of course, it doesn't matter one way or another, as long as
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it works.
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If you really want to use negative numbers, then simply subtract 256
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from the numbers that we have given you. The only place you don't use
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negative numbers (another reason I assume the occurance of negative
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numbers is a programming bug) is where the second part of a trigger is
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used to specify a specific country. In these cases, the Westwood
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missions use the positive country numbers.
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[2-2] Determining where things go
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==================================
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One of the first things you may notice is that you need to specify
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cell values for a wide variety of things, but there really isn't an easy
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way to get the required cell values when using the terrain editor.
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There are a number of ways in which you can use the terrain editor to
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provide cell values, although all but one method are work-arounds.
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However, all methods require you to load up a file after you have
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finished editing the map. For this reason, if you are using Windows 95,
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you have a great advantage, as you can just minimise the terrain editor,
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and open the required file. For users that only have MS-DOS installed
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on their computers, I am afraid that you will exit the terrain editor
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(and hence suffer the long load time when you want to use it again).
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The easiest way to use the terrain editor to determine the numbering
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of a specific cell on the map is to use the flags. When you place the
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flags, you are actually creating an entry in the [Waypoints] section of
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the map file. It is then very easy for you to get these cell values for
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use in other regions of the ini file. However, there are unfortunately
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only a limited number of flags, meaning that if you use this method that
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you will have to repeatedly save the map file to get further cell
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values. The color sequence of the flags is the same as the waypoint
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number sequence.
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The other method to get cell values is to use something else to
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pin-point a cell value. This must be something that appears in a
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section like [Terrain], which means trees, or a goldmine. You cannot
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use things that appear as an overlay (gold, gems, walls etc), as these
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are encoded into the [OverlayPack] section of the ini file. If you
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decide to use this method of determining a cell's numbering, you should
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do it before you place the rest of the map's terrain features (i.e. finish
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the map in so far as you have all the cliffs and rivers and gold that
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you want, but don't put in any trees yet). Use your personal preference
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as to whether you want to use a single type of tree for this job, or
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whether you want to use multiple types (personally, I find it easier to
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use a single type, with a goldmine occasionally thrown in to highlight a
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particular cell). Then, place these trees (or etc) around the map where
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you want to place things like buildings, units, or that you just want to
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specify as waypoints.
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Once you have edited your ini file using these cell values to place
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your structures and units, you can then edit your .mpr file to get rid
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of the now superfluous terrain features.
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This is the most tedious part of the whole process.
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[2-3] .ini and .mpr files
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==========================
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When you use the supplied terrain editor to create a map, saving your
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map creates a file with an .mpr extension. The name of the
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file will correspond to the name you gave the map when it was created,
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taking the first seven (at most) letters to create the filename. The
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format of a .mpr file is the same as an .ini file, and you should use
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this .mpr file as the template of your mission file. Multiplayer files
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have the extension .mpr (when you use the terrain editor, you are
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actually creating a multiplayer mission).
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The files you will be using to create single player missions must be
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given the extension .ini. These files (as do the .mpr files) have the same
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format as all .ini files, in that they consist of a number of different
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sections. Each section contains a heading enclosed in square brackets
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(such as [England]), and consists of a number of entries, one to a line,
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after that heading. A ';' (semi-colon) signifies a comment, and
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everything after a ';' is ignored.
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To create a single player mission, you must give your .ini file a
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specific name, corresponding to the mission that you wish to replace.
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See the section Red Alert Mission Tree for the internal mission numbers
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|
(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 <none> means that no video is being used for the introduction movie.
|
|
The introduction movie is played first (before the briefing and
|
|
action movies).
|
|
Default = <none>
|
|
|
|
Brief=...
|
|
---------
|
|
This is the mission briefing movie for the level. See Available Red
|
|
Alert Movies for the list of possible movie names.
|
|
A <none> 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 = <none>
|
|
|
|
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 <none> means that no video is being used for the win movie.
|
|
Default = <none>
|
|
|
|
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 <none> means that no video is being used for the lose movie.
|
|
Default = <none>
|
|
|
|
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 <none> means that no video is being used for the action movie.
|
|
The action movie is played last (after the introduction and briefing
|
|
movies).
|
|
Default = <none>
|
|
|
|
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?
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|
|
|
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) <blah>,1:20,0:1<blah>, 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.
|
|
|