If you look at the editor code, they did compensate for the range change by decreasing the in-between ones from 19 to 17; 8 plus 17 is 25. However, this fix (which is still the wrong way around, of course; the MP points should be 6, and there should be 19 after that) was apparently done after the latest patch release... so it's not included in the editor included in the game.
The plus point to this is that Rampastring's editor does have the special waypoints correctly, at least. Though the multiplayer starting points still go up to 8 instead of 6.
@dcom67 Ah, interesting... I don't know much about RA scripting.
I've been working on my own fixed version, after noticing some severe caching issues with Rampa's version (every time you switch to the map tiles placement it adds all tiles an additional time), but I have to figure out all this messy git stuff to get a version published. And I would really like to get bibs placeable as Smudge types, but all of the smudge code is made so they're treated as one-cell items...
@Nyerguds Yeah i noticed it after i tried to get a spy to work. I ended up having to edit the mpr to add the house .
I only use the editor i fixed , no fancy map tiles layouts for me .
Yeah I totally agree Github can be messy . I think it can be made to publish from vs studio quite easily though by picking one of the actions. from a github project.
I haven't looked at the bibs code at all . Are you wanting to be able to place bibs separately?
There's more missing things; craters actually have a setting in the mission file for their size, so that should have a tool to change it. I made such a tool:
And in the Overlay section, a bunch of them are missing too, like the indestructible versions of the farmer's fields (only the Haystacks are listed), and the flag pedestal that's under the flag in CTF games. There's actually a couple more pavement types, too, like ROAD and CONC, but sadly the Remaster is lacking remastered graphics for those entirely.
Anyway, I managed to make clones of the bibs so I can have versions of them that are placeable on the map that are not treated like the bibs under buildings (because those are obviously not saved in the map), but when I place them down they just show as their upper left cell. It's just a visual thing, though; they still show up correctly in-game. But that's what I'm currently trying to fix.
i agree that the craters need the size adjustment , what is the upper limit on the size?
The stock editor has both the destructible (under structures) and indestructible ( under overlay ) fields available in both TD and RA maps
I don't think the editor loads any of the VFX files (flagFly.zip ) which is why the CTF flag isn't there
As for the Bibs I`m guessing you are placing those as a smudge type . , why not place them as map tiles . I would think all you need to do is to add them to the templates types .
Each crater has 5 stages, as shown in the image; frame 0 to 4.
I checked in the original editor (not Rampa's version), and, at least for TD, it only showed the haystacks, not the fields.
[edit]Okay, on a fresh install, it's the other way around. Bizarre. In Winter, the haystacks are missing.[/edit]
On the flag thing, I'm not talking about flagfly; I'm talking about the rings underneath it. Those are perfectly placeable as overlay in the game, just like tiberium, crates and walls, which are actually all the same type, no matter how the editor shows them. You can see it in action here, below the Communications Center: https://steamcommunity.com/sharedfiles/filedetails/?id=2561631021
If you open a map containing it, you can actually pick the Overlay when in Overlay mode, and even though you'll get an error at first because it's not actually in the list, if you click it again, you actually have it selected, and can place more of them without issues.
As for the bibs, umm, In the link I gave there, it's not the first item in the listing (that's the ancient beta bibs), it's the last one. Scroll down a little 🤨
They are smudge types, in the game. In the actual map file, they go in the [Smudge] ini section. You can't just choose where to put stuff; they don't exist in the game as map tiles. They overlay the map terrain, they don't replace them.
@Nyerguds I checked in the original editor (not Rampa's version), and, at least for TD, it only showed the haystacks, not the fields.
Humm why do they show up in mine and not yours ,In using the code from the CNC remastered site , and except for the two small fixes I've made it should be stock.
Re Flag oh i see now .. I thought it was a flag thing I've seen some place.. you can tell I've never played a multi player map LOL
Anyway i think you can show that flagf thing by simply changing a line in Model\OverlayType.cs
Line 61 to allow the OverlayType.Flag to also be displayed
It looks to me this line cuts out anything that is not a crate
But then again i really cant see with out my glasses. which im going to go see if they are ready right now !!
Doh your right about them being classed as a smudge. You could make them appear as a map tile in the editor but they wouldn't show up in the game. I guess you don't have much of a choice when placing them you have to use some code similar to the map tiles
Seems the overlay thing is a bug in the dropdown, which might be a Win7-specific problem on my old PC. Opening the dropdown doesn't show them, but they are selectable by going through it with the arrow keys.
As for the flags, yes, that's the line I edited to include other things, like the flag pedestal. I expanded it with a specific "decoration" type now to use as class for the civilian buildings and the "conc" and "road" types. Maybe I should just get rid of the flag-type and class it as decoration too; it's kind of useless to give it a separate class. My code looks like this:
The actual flag is not an overlay object in the game though, so there's no point in making the editor show it. Here's the full overlay types list in the code. The "FlagSpot" one is the circles thing; ini code "FPLS". (probably short for "Flag PLacement Spot")
As for the smudge, well, placing them as single tile works, and they'll show their full size in the game anyway, but I think if I want to show their full area in the editor I'm going to have to look at the other object types in the games that occupy multiple cells; the Terrain and Building types.
There are some other bugs I'd like to address, like the fact buildings in the editor completely mess up if they overlap a unit... even if that building is set to not be built from the start, which would make it completely legal to place units on that spot. Not to mention, several official missions in the game have such situations, like the Tech Center housing Dr Chan in Nod mission 10A, which has soldiers hiding 'inside' it.
:"There are some other bugs I'd like to address, like the fact There are some other bugs I'd like to address, like the fact buildings in the editor completely mess up if they overlap a unit... even if that building is set to not be built from the start, which would make it completely legal to place units on that spot. Not to mention, several official missions in the game have such situations, like the Tech Center housing Dr Chan in Nod mission 10A, which has soldiers hiding 'inside' it.... even if that building is set to not be built from the start, which would make it completely legal to place units on that spot. Not to mention, several official missions in the game have such situations, like the Tech Center housing Dr Chan in Nod mission 10A, which has soldiers hiding 'inside' it."
I think the editor does it correctly if it over laps a unit. I mean to what purpose would you place units inside of a structure, the fact that they exist in the original missions doesn't necessarily make them right . I'm thinking that they are old editor bugs, myself. I could show you all kinds of old RA what i would consider trigger bugs and left over triggers and team types that do nothing,.
Even if a Building doesn't exist in the game yet , the cells should not have a unit placed there IMO because what if the unit is in sleep mode or something and cant be moved , now you can't place the building.
I think the editor does it correctly if it over laps a unit. I mean to what purpose would you place units inside of a structure, the fact that they exist in the original missions doesn't necessarily make them right . I'm thinking that they are old editor bugs, myself. I could show you all kinds of old RA what i would consider trigger bugs and left over triggers and team types that do nothing,.
Even if a Building doesn't exist in the game yet , the cells should not have a unit placed there IMO because what if the unit is in sleep mode or something and cant be moved , now you can't place the building.
You clearly didn't read the actual thing I linked to. The building itself becomes terminally bugged in the editor; you're unable to open its properties or even remove it.
And regardless of edge cases, the actual game DOES use situations like that, so they should be possible to create in the editor.
Yah i agree sometimes the building or unit gets bugged if you load a map with overlapping building and units. I just delete the building or unit from the file and reload it in that case.
But if you are trying to place a building over a unit it doesn't bug up, at least not that i have seen.
I'm assuming it is because of the way they track the cell usage that it cant accept two usages .
Well myself i like it the way it is . regardless if they did intend to do it.
I just tried placing a light tank and then a rocket soldier inside of a Nod Temple and a hand , and in both cases it placed them to the north of the structure.
I did that by editing the INI ,
Its looking like the game wont allow you to place them inside either
@dcom67 You used the wrong buildings. Both of these have their top sticking out over passable cells; their actual placement cell is part of the passable top row. The Obelisk, Advanced Guard Tower and Weapons Factory do this too. In the same way, you can have a unit on the same cell as the Repair Facility; it's just the top-left open cell in the corner of the building.
I have a mission with advanced trigger setups that utilise the mechanics of the Mobile HQ vehicle getting destroyed. In case you don't know, this makes all stuff from the House owning that Mobile HQ explode. So basically, to destroy five "GDI" guard towers standing in the player's way, my units can activate a celltrigger, and, invisible to the player, this makes a kill-team of House Multi6 land somewhere in an inaccessible part of the map, and that kills a Mobile HQ of House Multi5 (the yellow multiplayer house), which causes five yellow Guard Towers to blow up and no longer block the player's way. Nice and smooth, without any indication that this is some really advanced scripting. Two such barriers have to be disabled; one using House Multi5, the second using house Special, since both are yellow and don't seem any different than GDI from the player's perspective.
But in the scenario's fail condition, this is supposed to cause a chain reaction where Mobile HQs of the houses GDI, Special and Multi5 are all destroyed together, ending the mission in an 'earth-shattering kaboom', to quote that old Bugs Bunny cartoon.
To do this, I placed their Mobile HQs on top of Guard Towers owned by the original House that gets destroyed. The game uses actual explosions to kill the House's owned objects, so it can affect other things on the same cell. This is the setup for that, in-game, when playing:
(The flare in the mission is not normally there; I moved it to see this spot in-game)
As you see, having the Mobile HQ on the same cells as the Guard Towers works perfectly fine. They don't get moved.
Additionally, using this same unit-on-building trick, I make sure that for every one of these not-actually-GDI Guard Tower that gets destroyed in the normal barrier-clearing script, vehicles standing on top of real GDI Guard Towers off-screen make sure that the number of destroyed GDI buildings on the score screen is correct. This is done with the same principle; Harvesters of House Special and Multi5 are standing on the same cells as GDI Guard Towers, and these Houses exploding destroys the Guard Towers under them. But the Harvesters completely cover the Guard Towers, so showing a screenshot of that isn't really useful 😉
This is the full overview of the original mission as I made it for DOS C&C, though for the remaster I had to adapt a few things to make it work.
I hope now you see what I mean when I say the Remaster Editor is blocking possibilities that can be used to have greater creativity.