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Monster Media 1996 #14
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Monster Media No. 14 (April 1996) (Monster Media, Inc.).ISO
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ccmanu20.zip
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CCMANU20.TXT
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1996-02-04
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| HOW TO CREATE YOUR OWN COMMAND & CONQUER MISSIONS |
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+++++++++++++++++++++++++++++++++++++++++++++++++++++
version 2.0 1-1996
(C) 1996 Han Brunger
e-mail j.brunger@a1.nl
You are now reading version 2.0 of a manual which exactly describes
how to create your very own missions for Command & Conquer!!!
I wrote this manual because I noticed there are a lot of people who
are trying to create new missions, but somehow have problems with it.
So I guess it is some sort of FAQ but witout the questions.
========================
What will you find here?
========================
A detailed description of how to create a mission, step by step. But
especially how to edit the INI-files. And how to make a mission
playable.
============================
What will you NOT find here?
============================
Everything about creating maps. As there are several map editors, I am
not gonna explain how they all work. Creating maps isn't that difficult
after all.
-----------------
=================
TABLE OF CONTENTS
=================
-----------------
1. Getting started
2. Editing the INI file
2.1 BASIC
2.2 MAP
2.3 GOODGUY,BADGUY,MULTI1-MULTI6
2.4 TERRAIN
2.5 OVERLAY
2.6 SMUDGE
2.7 WAYPOINTS
2.8 STRUCTURES
2.9 UNITS
2.10 INFANTRY
2.11 CELLTRIGGERS
2.12 TRIGGERS
2.13 TEAMTYPES
3. Examples
4. How to make your mission playable
5. Final notes
6. The 'Thanks to' chapter
===================
1. GETTING STARTED
===================
There are several ways you can run C&C. Anyway, you need GENERAL.MIX to
be on your harddisk. As you will have to test your 'beta-mission' often,
you spend lots of time starting C&C time after time.
So, I will now explain how to set up the fastest way of running it.
First, install the game as usual. Then copy all the files from the root
directory of the CD-ROM to that C&C directory. You can skip two files:
SCORES.MIX and MOVIES.MIX. This way you won't hear the music and you won't
see the great videos but it saves a mere 500 MB harddisk space!
Having done that, you start the game like this:
C&C -cdX
were X is the path to your C&C directory. For example:
C&C -cdc:\games\c&c
Now we are ready to create!!!!!! I assume you all use some version of CCMAP
and MIXMAN. Good. These are the only programs we need.
Extract a MAP and INI file as described in the docs that came with Mixman.
Depending on whether you want to create a new map or change an old one,
use CCMAP to do this. See the docs for more information.
After creating the map, you are going to need this manual badly.
=======================
2. EDITING THE INI FILE
=======================
The INI file is a textfile which acts like a kind of script. Besides telling
the game what is on the map, it also contains all the information about
which things should at what time or action. It exists of several entries
starting with a header between [ and ]. You don't have to delete any of
them if you use CCMAP.
I will now explain what's in those entries and how to change it correct.
Some of you might find it look like a doc published by Andrew Griffin some
months ago. Well, I did use his doc for mine but this one is much more
complete.
=========
2.1 BASIC
=========
This is all about the mission itself. You don't have to change this really
but I will explain it after all.
[BASIC]
CarryOverCap=-1 1
CarryOverMoney=10 2
Intro=X 3
Buildlevel=9 4
Theme=No theme 5
Percent=50 6
Player=BadGuy 7
Action=X 8
Lose=X 9
Win=X 10
Brief=NOD9 11
1: no idea at all
2: amount of credits that the player takes over from the previous mission
divided by 100. So 10 means 1000 credits.
3: Introduction-video. There are a lot of titles available but I guess you
don't really want to change this. An X means no video.
4: Has to do with what stuff you can build but doesn't seem to affect it
really.
5: Music playing
6: unknown
7: this side is controlled by the player
GoodGuy=GDI
BadGuy=Nod
Neutral=Civilians
If you say Player=Special, you can build stuff from both Nod AND GDI.
8: another video
9: video playing when you lose
10: video playing when you win
11: briefing video
=======
2.2 MAP
=======
This part describes the map. It is best that you edit this first before using
CCMAP. This way you can determine the size of the map.
[MAP]
Height=61 1
Width=60 2
X=2 3
Y=1 4
Theater=Winter 5
1: Height of the map (max 62)
2: Width of the map (max 62)
3: horizontal position of left corner of map
4: vertical position of left corner of map
5: graphics set: WINTER, DESERT, TEMPERATE
Note: you should use a border of 1 cell width around your map which you leave
empty. This is because the Antonov and A10's don't really fly off the map but
get stuck at the border. If they fly by, you will still see them sticking at
the border of the map. Funny thing is you still can shoot them!
====================================
2.3 GOODGUY , BADGUY , MULTI1-MULTI6
====================================
These entries are all the same and say something about the different types of
forces.
[GoodGuy]
FlagHome=0 1
FlagLocation=0 2
MaxBuilding=150 3
MaxUnit=250 4
Allies=GoodGuy 5
Edge=South 6
Credits=20 7
1: don't know
2: don't know
3: probably a limit to the number of buildings ?
4: probably a limit to the number of units ?
5: this says who the friends are. These guys won't attack you in battle. You
can insert more than one side, example Allies=GoodGuy,Neutral
6: reinforcements (by hovercraft, chopper) will come from this direction
7: number of credits they start with divided by 100
You see that there are some unknown things but they are not that important.
The only things you should change are Allies, Egde and Credits.
===========
2.4 TERRAIN
===========
You don't have to worry about this. CCMAP's got it all worked out.
===========
2.5 OVERLAY
===========
You don't have to worry about this. CCMAP's got it all worked out.
==========
2.6 SMUDGE
==========
Well, can't remember having seen any smudges in CCMAP! These are things like
scorchmarks and bomb-craters. Not really interesting, but you could add them
manually if you want:
Syntax:
122=SC1
^^^ ^^^
1 2
1: cellnumber
2: what kind of smudge
SC1 ... SC6 : several scorch-marks
CR1 ... CR6 : several bomb craters
=============
2.7 WAYPOINTS
=============
Waypoints numbers used in the TEAMTYPE-section. They are shortcuts to cell-
numbers so you won't have to type the long cellnumbers time after time.
There are 32 waypoints (0....31) which you may define as you wish. BUT there
are 3 wp's that have a special purpose:
waypoint 25: the yellow flare is always lit in this cell if necessary.
waypoint 26: this is the top-left corner of the screen at levelstart.
waypoint 27: default dropzone for Chinook if you don't use any
'unload' commands in the TEAMTYPE-section (see later on)
A '-1' means that it isn't used at all.
==============
2.8 STRUCTURES
==============
Nothing difficult about this one. Most of it is done by CCMAP.
Syntax:
000=GoodGuy,PILE,256,1344,0,cool
^^^ ^^^^^^ ^^^^ ^^^ ^^^^ ^ ^^^^
1 2 3 4 5 6 7
1: number
2: owner
3: building type (done with editor)
4: health. You can change it with CCMAP but if you want a building to be
almost destroyed, you'd better change it here rather than raping the left
mouse button :-|
5: cellnumber
6: direction (only usefull for Gun Turrets). 0-255 , 127=South
7: this is a name you can make up yourself.It is used to connect the building
to a trigger with that same name. This way you can let something happen if
anything happens to it (see TRIGGERS)
Make it NONE if it isn't connected with any trigger.
=========
2.9 UNITS
=========
Almost the same story as for STRUCTURES.
These are the vehicles. You might want to edit some entries.
Syntax:
000=BadGuy,BIKE,256,1231,0,Guard,None
^^^ ^^^^^^ ^^^^ ^^^ ^^^^ ^ ^^^^^ ^^^^
1 2 3 4 5 6 7 8
1: number
2: owner
3: type of unit (done with editor). Abbreviations are as follows:
VICE visceroid MCV mobile constr. vehicle
FTNK flame tank JEEP Humm-Vee
STNK stealth tank BGGY Nod buggy
LTNK Nod tank BIKE recon bike
MTNK GDI tank MSAM rocket launcher
HTNK Mammoth tank APC APC
MHQ mobile HQ BOAT gunboat
LST hovercraft TRAN chinook (for reinforcements only!)
MLRS SSM TRIC triceratops
ARTY mobile artillery TREX tirannosaurus rex
HARV harvester RAPT velociraptor
STEG stegasaurus
Yes, dino's in C&C. To see them, you need the program CC-P.EXE which comes
with CCEDIT.
Note: the MHQ is a heavy bastard! If it is destroyed, its owner is destroyed
COMPLETELY!!!!!!!!!!! Just like a dozen of nuke missiles dropping on
your head. Very cool, it's game over then.
4: health
5: cellnumber
6: direction which it is facing
7: action which it is undertaking at the moment. Choose from:
Area Guard: keep guarding an area around the cell
Attack Base: attack enemy base
Attack Civil.: attack civilians
Attack Tarcom: unknown
Defend Base: defend own base
Guard: like area guard, less agressive
Harvest: only for harvesters
None: do nothing
Rampage: unknown
Retreat: unknown
Return: unkown
Sticky: stay at the cell, whatever happens
8: any triggername it is connected to (make up a name yourself)
=============
2.10 INFANTRY
=============
These are all the people on the map.
Syntax:
000=GoodGuy,E1,256,2343,0,Guard,0,None
^^^ ^^^^^^^ ^^ ^^^ ^^^^ ^ ^^^^^ ^ ^^^^
1 2 3 4 5 6 7 8 9
1: just their number, from high to 000
2: owner of this guy
3: type of infantry. Which stands for:
E1: minigunner
E2: grenadier
E3: bazooka
E4: flame thrower
E5: chem warrior
E6: engineer
RMBO: commando
C1: civilian
..
C10: civilian
4: health of soldier. 1=minimum, 256=maximum
5: cellnumber it is in
6: sub-cellnumber. each cell is divided in 5 positions. Choose 1-4
7: action he currently undertakes. Choose from:
8: direction he is facing (0=north, 64=east, 128=south,etc)
9: any triggername which he is connected to. You can make up this
name yourself.
=================
2.11 CELLTRIGGERS
=================
Add these yourself. They are used for activating a trigger if some soldier or
unit enters this cell.
Syntax:
000=kill
^^^ ^^^^
1 2
1: cellnumber which activates this trigger
2: triggername connected to that cell (make it up yourself)
So if cell 000 is crossed, the trigger with name KILL is activated
=============
2.12 TRIGGERS
=============
Now this is something! This is in fact THE part of the file which describes
what is going on in your mission. A sort of script. It is a lot of work to
describe it as exact as possible, but I'll try...
Syntax:
kill=Attacked,Create Team,0,GoodGuy,chop,0
^^^^ ^^^^^^^^ ^^^^^^^^^^^ ^ ^^^^^^^ ^^^^ ^
1 2 3 4 5 6 7
1: name of the trigger (the one you made up earlier)
2: what must happen so the TRIGGER will be activated? Choose from:
# Bldgs Dstr. : if specified number of struc. is destroyed.
# Units Dstr. : if .. .. .. units .. ..
All Destr. : if EVERYTHING of one side is destroyed
Any : used with Cap=Win/Des=Lose
Attacked : if it gets attacked
Bldgs Destr. : if all buildings have been destroyed
Build it : if a specific structure was built
Civ. Evac. : if civilians have been evacuated
Credits : certain amount of credits is reached
Destroyed : if it has been destroyed
Discovered : if it has been discovered
House Discov. : if this enemy has been seen
No Factories : if all Constr. Yard are destroyed
None : no activation at all
Player Enters : if this cell is passed (celltriggers only!)
Time : if a certain amount of time has passed
Units Destr. : if all vehicles and soldiers are destroyed
3: what should happen if the trigger is activated???? Choose from:
Airstrike : airstrikes available
All to Hunt : everybody searches for the enemy
Allow Win : used when there are more than one goal
to win the mission
Autocreate : random create a team specified in TEAMTYPES
Cap=Win/Des=Lose : for buildings: captured=win/destroyed=lose
Create Team : create a specific team with name at '6'
Dstry Teams : unknown
Dstry Trig 'XXXX' : destroy trigger with name XXXX. For example:
you can attach XXXX to a timed Ion
Cannon attack. If for example the
Comm. Center is destroyed which has that
trigger XXXX, no more Ion Cannons will
be fired anymore
Dstry Trig 'YYYY' : ,, ,, ,, ,,
Dstry Trig 'ZZZZ' : ,, ,, ,, ,,
DZ at 'Z' : yellow flare is lit at waypoint 25
Ion Cannon : cannon available
Lose : you lose the mission
None : nothing
Reinforce. : reinforcements by A10,APC,Chinook,hovercraft
Win : you win the mission
Nuclear Missile : nuke available
Production : produce destroyed buildings etc.
4: this is a counter and can have more functions. Depending
on your trigger action it counts : number of buildings, number of
units, number of credits, amount of time.
5: what owner sets the trigger? (on which owner should the trigger react?)
6: teamtype connected with trigger (make up a name yourself)
7: if 0: trigger is activated only once
if 1 or 2: trigger keeps being activated when the number at place 4
is reached.
Note that there are some triggers you must use: Win, Lose, Production
==============
2.13 TEAMTYPES
==============
Probably the most complicated part of the INI files. This part contains
a lot of unknown things. You can use some default combinations though.
See EXAMPLES.
Syntax:
team1=GoodGuy,1,0,0,1,0,15,1,0,0,1,HTNK:4,2,Move:5,Guard:30,0,0
^^^^^ ^^^^^^^ ^^^^^^^^^^^^^^^^^^ ^ ^^^^^^ ^ ^^^^^^ ^^^^^^^^^^^^
1 2 3 4 5 6 7 8
1: teamname, defined in the TRIGGER section (place 6)
2: owner
3: strange combination of numbers, always 7 of them. Use the following
'templates':
-> REINFORCE. by APC or Chinook or hovercraft:
0,0,0,0,0,7,0,0,0
-> CREATE TEAM:
1,0,0,1,0,15,1,0,0
-> REINFORCE. by A10 airstrike:
1,0,0,0,0,7,0,0,0
4: number of unit-types, here just 1 : a HeavyTank
5: what units and how much, here 4 HTNK's
6: number of action they will undertake, here 2
7: what actions they undertake, here 2; Move to waypoint 5 and then
guard for a time of 30 counts.
This uses to end with ,0,0
See UNITS for the actions and add these:
Loop: repeat a sequence of actions
Move: go to waypoint ...
Move to Cell: not sure how to use it
Unload: for Chinooks, hovercrafts and APC used as reinforce-
ments. it makes them unload anything they carry
with them.
There can be a lot of actions here. You may also use the LOOP-action to make
teams repeat the sequence. Check out some INI files in the game for examples.
===========
3. EXAMPLES
===========
*** If you (BadGuy) enter cel 232, the enemy should create a team of 2 MTNK's
and 5 minigunners which move to cell 2211 and attack you:
[CELLTRIGGERS]
232=kill
[TRIGGERS]
kill=Player Enters,Create Team,0,BadGuy,atk1,0
[TEAMTYPES]
atk1=GoodGuy,1,0,0,1,0,15,1,0,0,2,MTNK:2,E1:5,2,Move:4,Attack Units:50,0,0
Waypoint 4 is that cell 2211.
*** After 150 time-units a chopper should arrive at cell 1000 and unload 2
JEEPS which attack your base:
[TRIGGERS]
chop1=Time,Reinforce.,150,GoodGuy,chop,0
[TEAMTYPES]
chop=GoodGuy,0,0,0,0,0,7,0,0,0,2,JEEP:2,TRAN:1,3,Move:1,Unload:1,
Attack Base:50,0,0
waypoint 1 is cell 1000
*** If you attack the harvester, the enemy sends out 4 A10's which drop
some napalm on your heads.
[UNITS]
012=GoodGuy,HARV,256,1211,0,Harvest,fire
[TRIGGERS]
fire=Attacked,Reinforce.,0,None,a10s,0
[TEAMTYPES]
a10s=GoodGuy,1,0,0,0,0,7,0,0,0,1,A10:4,0,0
*** Every time when 200 time-units have passed, you want the enemy to fire a
nuclear missile.
[TRIGGERS]
miss=Time,Nuclear Missile,200,None,None,2
====================================
4. HOW TO MAKE YOUR MISSION PLAYABLE
====================================
Very easy. Insert the MAP and INI files with MIXMAN. Then start C&C as
described in chapter 1. Somehow (using an old savegame or so) start up
the mission you're about to replace. Then choose 'restart' from the options
menu and presto, your very own mission starts!
If you want to distribute it (and you do :) ), be sure to save it imme-
diately after it starts. You can upload that savegame to eg. The Temple
of the Conqueror so we can play it all.
You can also edit the MISSION.INI file. It contains the 'restate-briefings'
of all the missions. Extract it with MIXMAN, find your mission and change
the text. When ready, simply copy that file into the C&C-directory.
==============
5. FINAL NOTES
==============
Well, I guess you should be able to create a fine mission now. Anyway, I did
it with this information!
HINT: Use MIXMAN to extract some INI's and take a look
at them. It sure helped me with certain problems I had. And keep testing.
I you have any comment or questions about this manual,you are welcome to send
me some e-mail with the subject 'C&C MANUAL'.
==========================
6. THE 'THANKS TO' CHAPTER
==========================
I really should thank some people for giving me help and discovering lots of
information.
Andrew Griffin who actually started this all :)
Richard Heesbeen and Jeroen Ritmeijer for making CCMAP
Vladan Bato for making MIXMAN
Rajan Hollmann for setting up the best C&C homepage
The Temple of the Conqueror at:
http://www.econ.cbs.dk/people/dszcpfk/cc.html
(for the ones who've never been there)
Everyone else who thinks he/she deserves it ;)
That's it for now..... If an update comes out, you'll find it at the Temple.
GOOD LUCK AND HAVE FUN!
Han Brunger ----- j.brunger@a1.nl
===========================================================================
===========================================================================