home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Monster Media 1996 #14
/
Monster Media No. 14 (April 1996) (Monster Media, Inc.).ISO
/
games_a
/
ccai.zip
/
EDITINI.DOC
next >
Wrap
Text File
|
1996-02-04
|
4KB
|
93 lines
C&C AI Editor (The Fan - s2lee@jupiter.scs.ryerson.ca)
------------------------------------------------------
Usage: EDITINI {input}
The saved output file is named TEXT.INI
(input file is optional)
This is an AI editor for Command & Conquer (quite simple but handy!).
This editor helps the user to create the "AI" of the game but you should
read below just to get to know what's going on because you need to have some
background on this stuff. Not for the totally unexperienced this editor is
just to provide some relief to the people who wanna create a good mission.
So they don't have to refer to actions or events written on paper etc.
Things that this editor can do
------------------------------
Create entries for following
[Teamtypes]
[Waypoints]
[Triggers]
[CellTriggers]
The [Teamtypes] section is the designation of teams to be created, reinforced
etc. depending on the [Triggers]. This is where you select the type of
units and what it will do next.
An example of a Teamtypes entry would be:
attack1=Goodguy,x,x,x,x,x,x,x,x,TRAN:1,MCV:1,MTNK:3,UNLOAD:waypoint
(where x is not important - i calculate them all for you)
What this means a Chinook would carry an MCV and 3 medium tanks and unload
them at Waypoint whatever.
The [Waypoints] section is the actual location on a 64 x 64 matrix map.
(It is actually 62 x 62 because the of the "border" but nevertheless the cell
location would be from 65 - 4030.
Example of a waypoint entry would be:
10=2909 means Waypoint #10 is cell location 2909 in the map
The [Triggers] section would be responsible for creating the units or doing an
action from the [Teamtypes] section.
An example of a Trigger entry would be:
trig1=Time,Reinforce.,10,Goodguy,attack1
This trig1 would activate once after 10 time units have gone back and
would bring in the attack1 teamtype (as a reinforcement to GDI).
The [CellTriggers] section is described as "When a unit steps on the cell
location xxxx activate Trigger blahblah.
An example would be:
2909=gimme (where gimme gives you say some reinforcements)
3000=trig1 (when stepped on trig1 would execute once so in 10 units of time
you'll get reinforcements of 3 med. tanks and a MCV)
If you still don't know what's going on, just get an idea of the function
of each section and then perhaps my program will help guide you to a better
understanding.
Well Good Luck!
Please report any bugs to
The Fan
s2lee@jupiter.scs.ryerson.ca
You may distribute freely without modifications to the program(s).
Future considerations:
* More efficient stack system
* Ability to handle [BASES] and [Structures] so that you can select
what the CPU can rebuild
* Graphical interface (no time for it yet)
Please email me for any suggestions.
History & Revisions
-------------------
EDITINI v0.99
- Initial bug test release
EDITINI v1.00
- Now displays in 43/50 column mode
- Fixed some cosmetic displays (ie. Waypoint listings)
- Fixed the [Teamtypes] vehicle selection to its proper listing
- Updated the [Trigger] events with all the selections (ie Dropzones etc)
- Hopefully this will hold out as a release
EDITINI v1.0a
- Corrected problem with random waypoint values when editing the
teamtypes (when you have an existing waypoint it changed the number)
Many thanx goes to Wayne M. McGee who probably spent more time debugging
this program than I did.