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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.
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.
- Nyerguds6 years agoHero+@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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