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...
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.
Are you talking about C&C1 or RA? As far as I've heard, besides an issue with a missing "None" default team on triggers, C&C1 scripting works fine...
Are you sure 64x64 is the maximum map size? The game can handle 126x126 ones, so I don't see why the map editor should be HARDCODED to 64x64 when the game itself is capable of handling maps almost twice that size!
As such the real question should be: How exactly do I import maps made on the cncnet version of the map editor to this game?
Thank you, that will really help me going on down the long road. I wish ppm would post this in their mapping tutorials section, save us a lot of hassle.
Oh and Nyerguds, I cannot tell you that I had no idea that TD's max size was 62x62, hence why they hardcoded it at 64x64: just to make it compatible with both games. Why no one tells me these things, I will never know.
@AgentTito1287 wrote:
Are you sure 64x64 is the maximum map size? The game can handle 126x126 ones, so I don't see why the map editor should be HARDCODED to 64x64 when the game itself is capable of handling maps almost twice that size!
"The game" is two games. C&C1 can only handle 62x62. Red Alert can handle 126x126.
It's always been like that.
@Nyerguds The Scripting works fine....but it has its weird specialities no newcomer can be aware of. The reason for crashing is making a reinforcement with a Dropship and the mapboarded had only one cell extra space outside of the visible area. Infantry reinforcement seems to work nice...but boats will make the game kabooommm. The fix was not to check or change the script....i had to push the mapboarder 1 row of ceels further to get 2 rows of freespace for spawning.
Weird stuff and really annoying since the map editor start up with having only 1 row left over.