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jppenny's avatar
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 right mouse click option in the map editor creator in C & C Remastered, so we can delete our selected units.
I do understand that we can CTRL + Z to delete last action, but this does not apply here, as the unit I put in my map was long ago.

How can I delete a unit placed on my map, in the map creator editor please?

29 Replies

  • jros83's avatar
    jros83
    6 years ago

    Yeah it's definitely a small bug with certain specific tilesets. I've seen this happen once playing official maps, and saw it happen on a recording of a game on an official map.

  • I have an issue with the map editor where it resets the value of trigger events (TD) when I open the editor. Like if I want the event to have "Units destroyed: 5", the next time I open the map editor it will be back to 0.

    Anyone else have this?

  • Nyerguds's avatar
    Nyerguds
    Hero+
    6 years ago

    @Divatoxy wrote:

    Well to not make another topic, here is my problem. After i edit some map some bugs appear in the remastered mode and in the classic mode doesnt, units can walk over those parts:

    Annyone can help please?


    Are you replacing original campaign missions?

    Because those have specific terrain tweaks that are painted over the normal map to correct small errors on the maps, where the creators cheated and connected pieces that don't work 100%. These "cheated" sections usually look pretty okay in classic mode, but are glaring cutoffs in the Remastered version, hence why these changes are only applied to the remastered graphics.

    If you are indeed replacing existing missions and not just using the addon system, you will have to figure out how these terrain overrides work, and disable them.

    Overall I would not advise replacing campaign missions without thoroughly looking through the source code; they put a lot of fixes for map and scripting errors into the code instead of editing the original .ini / .bin files, and that can seriously mess up things if you're replacing that mission.

  • Nyerguds's avatar
    Nyerguds
    Hero+
    6 years ago

    @Zaptagious wrote:

    I have an issue with the map editor where it resets the value of trigger events (TD) when I open the editor. Like if I want the event to have "Units destroyed: 5", the next time I open the map editor it will be back to 0.

    Anyone else have this?


    This may be related to it not saving the Teamtype correctly. If the trigger does not have a teamtype attached, try if specifically selecting the "None" teamtype from the teams dropdown resolves the issue.

  • Nyerguds's avatar
    Nyerguds
    Hero+
    6 years ago

    @Zaptagious 

    Welp, I told you this on Discord, but I'll just put it here for the sake of completeness...

    There is only one trigger event value. There should simply not be three boxes for it. I'm assuming at least one of them will save the value, though, so just put it in all three.

  • @Nyerguds Thanks for the reply. Discord doesn't send me notifications most of the time.

    So I assume then that the value next to the trigger action actually (confusingly) corresponds to the trigger event. No way for me to test this though since now TD is acting up as well with custom missions and I can't launch them in-game (either the start button doesn't work or it will load another mission than the one selected) for who knows what reason.

    The value next to "Data" mirrors the one next to the trigger action (if I put in a number in the trigger action box it will automatically put that in Data as well). Those values are actually retained when I re-open the editor.
  • Nyerguds's avatar
    Nyerguds
    Hero+
    6 years ago

    @Zaptagious wrote:
    So I assume then that the value next to the trigger action actually (confusingly) corresponds to the trigger event.

    Yeah. There is only one single piece of numeric data in C&C1 triggers, and it is related to the event, not to the effect. In fact, if you look at the final ini version of the trigger, there are only two numbers in there, and the second number is not data; it is just the numeric version of the "loop" status.

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