6 years ago
Map Editor - How to
How can I delete and remove a unit (Boat) that I placed in my new map with the map editor creator. I can seem to find a way to delete the unit I placed on my map? There honestly should be a rig...
@jppenny wrote:
How can I delete and remove a unit (Boat) that I placed in my new map with the map editor creator.
@Ronnie_Dabbs wrote:
I haven't been able to find any documentation for the map editor, but I'm looking.
The map editor shows all the information you will ever need in the bottom bar of the editor window. It will tell you what modifier keys (ctrl, alt, shift) to hold, and what mouse buttons to click, for all the functions in the editor.
When you hold a modifier key, the info in the bar will immediately change to reflect what the new functions of your mouse buttons will be now.
The info at the bottom is not a replacement for documentation. For example: What are map bounds? How do you get rid of a bound you drew, once you add it? What do "whole template" and "individual template tile" refer to? I haven't seen a difference when placing stuff.
It's just not enough information- not even close to "all I will ever need."
Map bounds:
All maps in TD and RA are always the maximum possible size. In the editor, you can then define which portion of the map is actually usable in the game. Note that the map editor will not allow you to select the full area of the map because maps always need a 1-cell outer border; this is reserved for special purposes such as spawning reinforcements to drive/walk into the map, and for getting rid of aircraft (airstrikes, Nod delivery planes, transport heli dropoffs, transport heli evacs, spy planes, etc) flying out of the map.
You can't "get rid" of map bounds; they are necessary. If you messed them up, you just need to redo them.
The system for defining the map bounds is terrible though, no doubt about that. Would be much better if instead of making a full drag selection, it allowed resize-dragging at the borders... or just defining it in a settings screen like the other map configuration options :-\
Templates:
A template is, for example, a bridge over a river. A tile is one single graphics cell from said bridge.
So as long as you're only dealing with small one-cell map decorations, there will indeed be no difference.
If you have any more questions, feel free to ask. The only area in which I'm not well-versed when it comes to this stuff is the specifics of Red Alert mission scripting.
Actually it seems to be better not to touch Mission editing at all at the Moment. I just tried to build a very simple map just for testing purposes.
I looked into an original Missionfile to recreate a Trigger that will launch 1/10th minutes after gamestart a dropship with 5 Rifleman moving to a certain waypoint and unload them.
I tried for 2 Hours - it Always crashes the game. No other triggers exist. The trigger is excact the same expect the waypoint numbers are different. double-tripple,billionupple-checked there is no difference to the Mission trigger and the teamtype. But in the Mission it works, in my custom map it crashes. I even checked the Missionfiles with an Texteditor. There are NO differences expect the numbers for the waypoints. It is weird and i think the Editor is to bugged to Keep going with it.
This sarts to annoy me. I hope they really do something About that and help out other Beginners with their first steps.