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TTBOn00bKILLER's avatar
6 years ago

Map editing bonkers (doc/crates/credits/multi1,2)

Documentation for Map editor?

In settings -> map settings, what does buildlevel mean, carryover,percent and the player with drop down menu?

what do players tick boxes in left vertical menu mean?

What is the difference between the 2 crate types?

Team Types... and triggers... open blank pop-up windows (why/what are they?)

I am trying to build 2 bases I put all structures in base 1 to multi one and all structures in base 2 to multi 2.

I untick from map settings all players but multi 1 and multi 2; set credits to 20000 for both players .

I save as ... and immediately load map. All structures are attributed "BadGuy" with different base number instead of "multi 1" and "multi 2".

In game, I select starting positions for both players and leave alliance to default (1 and 2). when it loads, sometimes both bases are attributed correctly, other times 1 base is attributed correctly, the other one does not exist, and some other times no base exists at all. Same ingame settings. how is that possible?

Credits are 500 instead of 20000.

Another thing, harvesters are set on harvest. once match begins, they go harvest, come back unload animation happens, no credits come in. built silos, still no credits, use up some credits before harv reaches ref, when it unloads, still no new income, not even to replenish the 500 starting.

Why crates don't show up at specified location all the time? (happens both with crates enabled and disabled ingame)

3 Replies

  • @TTBOn00bKILLER 

    Most of those settings are for advanced users, so if you're just a beginner, you don't really need to mess with them.

    However:

    GoodGuy = GDI in Campaign Maps

    BadGuy = NOD in Campaign Maps

    Neutral = Neutral and won't attack by default

    Creeps = AI Controlled will attack once sighted

    Multi1 = Multiplayer Player_1

    Multi2 = Multiplayer Player_2

    Multi3 = Multiplayer Player_3

    Multi4 = Multiplayer Player_4

    Multi5 = Multiplayer Player_5

    Multi6 = Multiplayer Player_6

    Multi7 = Multiplayer Player_7

    Multi8 = Multiplayer Player_8

    That covers what players are available for the game to read.

    BuildLevel is a cap, mainly for use on Campaign Maps.

    -This will limit the Build Options available to the players in-game

    Carryover, I don't mess with, especially for Multiplayer.

    Percent, again, don't touch it, I am not sure on its use, but it's for Campaign Maps again I think.

    What you are trying to do is rather advanced, and I would recommend that you get Notepad++ to handle the actual coding of the behaviour of the Map.

    It's easier to build the bases and leave them in Neutral for the player to capture, as this will then avoid some bugs that have existed in the game since 1995. This does mean however that if you're going against AI, you will notice they are not likely to capture the base that you went to the trouble of building for them, and they even try to destroy it. As for documentation, none was supplied with the new editor, EA didn't bother. They didn't even bother to supply a Sample Map to reverse engineer to learn from.

    As for the crates, the defaults I think are:

    Wooden = Money $1,000

    Metal = Health Restore for Single unit

    Wooden Water = Money $1,000

    This applies to added Crates in a map, and this information might be a bit old since this is what I notice back on the Original, it may have been changed.

    Finally, your Harvesters may not actually be read as being yours. The game doesn't think they belong to you.

    If you're going to make a map, keep it simple if you can. I know you want to do fancy things on maps, we all do, but you can get some interesting bugs pop up. Such as your building not showing up (because the game thought it had to give them to a player that doesn't exist in that particular match.

  • CNCJack_TD's avatar
    CNCJack_TD
    5 years ago

    The best thing you can do is open up one of the original Campaign missions and check out what kind of triggers and Teamtypes are Setup there. So you get actually an idea what they are used for (and how they are setup in a correct way).

    teamtypes= Defines individual groups of units. For example. 1x Light tank + 1x Jeep + 5x Rifle man (that is a teamtype Group). You can use those groups for adressing units on the battlefield. Order the AI to build them and do certain actions...ir as reinforcemenct from the map border. Those kind of things.

    Triggers= Simply are...triggers. You can setup conditions. If they become true ingame, an Event/Action will start. 

    CellTriggers= Are Triggers that respond to the when unit Enters event and are marked as Celltrigger. So basically when a unit enters a certain cell on the map, some action will be triggered.

    For example: You have more than 5000 Credits. Action: Computerplayer will send a Teamtype Group to attack your harvester.

    For example (cellttrigger): A Unit of Player Greece enters (markierte Zelle) Teamtype XYZ is created.

    The popupwindows in Teamtypes and Triggers are empty. You have to rightclick to add a new Trigger/Teamtype.

    For now buildlevel seems to be bugged in the Remasterededitor and there is no option to setup a techlevel. When i create a singleplayer map and i am able to select it on the missionsceen in Red Alert, i always have Techlevel 1. Even if i rename an original campaignmission and put it into the custom map Folder: same result. So it must be a bug, because the campaing mission is obiously not coded wrong.

    Where you can get those Campaign Missions? Google and download XCC Utilities. Is a very traditional and well working community tool for C&C Classic Series. With the XCC Mixer you can open the MIX-Files in your C&C directories.

    1.Go to CNCRemaster/Data//CNCData/Redalert/CD1

    2. Open with XCC Mixer (not Mix Editor) the File MAIN.MIX

    3. In this File you open again with XCC Mixer the File GENERAL.MIX

    4. Look for .ini-Files. The missions all start up with SC (SCG01EA.ini is allied Mission Nr.1). (SCU are soviet missions, SCM are skirmish Maps, not all - many of them are located in the aftermath/countertrike folder)

    5. Extract some Campaign missions and save them.

    6. Open them with CNC Remastered Editor and check out Triggers/Teamtypes to learn about them. If unsure, play the mission (in campaign modus - or Techlevel will be bugged) and try to observe what it does.

    Oh and...: Carryover was used to carry over certain amount of credits of your last mission if i remember correctly. Percent might have to do something with this aswell, but i am not sure about that.

  • Nyerguds's avatar
    Nyerguds
    Hero+
    5 years ago
    @CNCJack_TD RA mission making is severely bugged at the moment due to it not saving the TechLevel and AI, which, unlike in C&C1, is saved per country in RA.

    Let's hope a future patch addresses that

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