ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί HOW TO CREATE YOUR OWN COMMAND & CONQUER MISSIONS Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ version 3.0 / May 1996 (C) 1996 Han Brunger scoob@introweb.nl ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Welcome to the apparently long awaited update of the manual which should de- scribe as accurate as possible how to create your own new missions for Comm- and and Conquer. This manual is some sort of FAQ but without the questions. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί WHAT WILL YOU FIND IN THIS MANUAL ? Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ >> A detailed description of how to create a mission, step by step. But especially how to change the INI-files >> How to make a mission playable >> Trouble-shooting >> Examples >> Information for use with the Covert Operations. Special instruction for CO owners are marked with ***CO*** ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί WHAT WILL YOU NOT FIND IN THIS MANUAL ? Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ Just about everything about creating maps. As there are several map editors, I am not going to explain how they all work. Creating maps isn't that diffi- cult after all. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί TABLE OF CONTENTS Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ 1. Getting started 2. Editing the INI-file 2-1. [BASIC] 2-2. [MAP] 2-3. [GOODGUY], [BADGUY], [NEUTRAL], [SPECIAL], [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] 2-14. [BASE] 2-15. [BRIEFING] (For Covert Ops owners only) 3. Examples 4. Multi-player missions 5. How to make your new mission playable 6. Trouble-shooting 7. Appendices 8. Final notes ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 1. GETTING STARTED Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ There are several ways to get C&C running. I'll tell you about two ways: the first is for the ones who don't have The Covert Operations (CO). The second way is for the ones that are happy enough to own it. First way: ΝΝΝΝΝΝΝΝΝΝ This way uses some harddisk space (about 18 MB) but it is the fastest way to get the game going. You won't need the CD-ROM anymore. First, install the game as usual. Then copy all the files from the CD-ROM's root directory to your C&C directory. You may forget about two files: SCORES.MIX and MOVIES.MIX. Now you won't hear any music or see any of those great videos but it saves you a huge 500 MB harddisk space! That's worth it. Having done that, you can eject the CD-ROM and run the game by typing the following command line: C&C -cdX where X is the directory containing the game. For example: if your C&C directory is C:\GAMES\C&C, you'd type: C&C -cdC:\GAMES\C&C Second way: ΝΝΝΝΝΝΝΝΝΝΝ If you own The Covert Operations (CO), you won't have to copy ANY file to your harddisk at all. Just read on and on. Chapter 5 will explain how you can play your brand new mission. Now we are ready to create... There is quite a large collection of editors available but we only need 3 programs: >> CCMAP to create a map >> MIXMAN to handle GENERAL.MIX >> BASEIT to update the BASE section in the INI file Start MIXMAN and extract any .MAP and .INI file as described in the docs that come along with the program. After that, please read chapter 2.2 first before using CCMAP to create the map you've always been dreaming of. ***CO*** CO owners will only need to use MIXMAN once. Only to extract a .MAP and a .INI file. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2. EDITING THE INI-FILE Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ The INI-file is a plain text file which acts like a sort of script. Besides telling the game what is on the map, it also contains all the information about which actions should happen at what time or event. It exists of seve- ral sections starting with a header between [ and ]. If you use CCMAP to create your maps, you don't have to delete them first. AFTER you're done with CCMAP, you will have to use the util BASEIT. This program updates the BASE section in the INI file. Without this section, the enemy will not rebuild any destroyed structures!!! I will now try to explain what's in those sections and how to change/add things to make a great new mission. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-1. [BASIC] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ The BASIC section contains information about the appearance of the mission. You don't have to change all of its entries, but I'll explain them anyway. [BASIC] CarryOverCap=-1 1 CarryOverMoney=20 2 Intro=X 3 Buildlevel=95 4 Theme=No Theme 5 Percent=50 6 Player=BadGuy 7 Action=X 8 Lose=X 9 Win=X 10 Brief=NOD9 11 Name=My Mission 12 1: This is starting great!!! I have no idea what this could be, but it is not a vital part of the mission 2: The amount of credits the player takes over from the previous mission, divided by 100. So the 20 means 2000 credits 3: The video played as introduction. There are a lot of titles available but I think you don't want to change things like these at all. An X means no video. 4: This has to do with what you will be able to build. A low buildlevel will result in only being able to build e.g. minigunners and power plants. A high buildlevel will let you build all stuff. 99 is the maximum number. If you run CO to start your mission, you'll be able to build Commando's, Chem Warriors and other multi-player stuff. 5: The music played while playing the mission. Lots of titles here as well. 6: I have no idea at all. Changing it doesn't seem to affect the mission. 7: This is the 'team' controlled by the player. Choose from: GoodGuy : GDI BadGuy : NOD Neutral : Civilians Special : build both NOD and GDI stuff! 8: Another video sequence, played before the mission starts 9: Video played if player loses the mission 10: Video played if player wins the mission 11: Video containing the mission briefing ***CO*** 12: This is for Covert Ops owners only: specify a name here and it will ap- pear in the 'new mission' list when you run CO. Refer to Chapter 5 for more information. ΙΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-2. [MAP] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΌ This section describes the map. It is best that you edit this one first be- fore using CCMAP. This way you can determine the size of the map. [MAP] Height=61 1 Width=59 2 X=2 3 Y=1 4 Theater=Winter 5 1: Height of the map (64 is maximum BUT read the note below) 2: Width of the map (64 is maximum BUT read the note below) 3: Horizontal position of the top-left corner of the map 4: Vertical position of the top-left corner of the map 5: Mission environment. Choose from DESERT, TEMPERATE, WINTER NOTE: You should always use a border of 1 cell width around the whole map. You may leave this border empty or fill it with e.g. water. This is because the Antonov and the A10's don't really fly off the screen at all. They stay at the border of the map. For fun, create a 64x64 map and wait for a plane to fly by. Then move to the border of the map and you'll see it there. Good part is, you can still shoot it! Another reason to use a border is this: if you will use reinforcements, they will enter the map at a given side but they enter that side randomly. Now, to make sure they enter the map where you need them to, create a border of water, but with one hole in it. When the reinforcements enter the map, they will move through that one empty cell. So, don't create maps larger than 62x62. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-3. [GOODGUY], [BADGUY], [NEUTRAL], [SPECIAL], [MULTI1-MULTI6] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ These sections look all the same so I will explain them in one go. They de- scribe the characteristics of all parties in battle. [GOODGUY] Flaghome=0 1 FlagLocation=0 2 MaxBuilding=50 3 MaxUnit=200 4 Allies=GoodGuy,Neutral 5 Edge=South 6 Credits=30 7 1: Unknown. It is only used some times and changing it doesn't seem to af- fect the mission at all. 2: See 1 3: Unknown. Changing this numbers shows no difference 4: See 3 5: This says who the friends are. These guys won't attack you in combat. You can have more than one entry here 6: Reinforcements will come from this side of the map 7: Number of credits a party starts with, divided by 100 (30 is 3000 bucks) You see, still some unknown things, but they don't look that important. The only things that need changing are Allies, Credits and Edge. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-4. [TERRAIN] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ The terrain sections contains trees etc. Don't worry about this one, CCMAP will take care of it perfectly. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-5. [OVERLAY] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ The overlay contains Tiberium, crates, sandbags, fences etc. This is also done by CCMAP except for the crates. Add these manually like this: Syntax: 1223=SCRATE ^^^^ ^^^^^^ 1 2 1: Cellnumber where the crate should be. To find out which number to use, use CCMAP. Just point your cursor to the correct cell and look at the status bar at the bottom of the screen. 2: Type of crate. WCRATE contains 2000 credits and SCRATE contains one piece of nuclear missile. So just add 3 SCRATES and the nuke is yours! ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-6. [SMUDGE] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ I can't remember having seen any smudge in CCMAP. These are things like bombcraters and scorchmarks. You'll have to add the manually too. Syntax: 1211=SC1 ^^^^ ^^^ 1 2 1: Cellnumber 2: Type of smudge: SC1..SC6 are scorch-marks, CR1..CR6 are little bomb- craters. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-7. WAYPOINTS Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ Waypoint numbers are used in the TEAMTYPE section. They are shortcuts to cellnumbers so you won't have to type those irritating numbers time after time. There are 32 waypoints (0..31) which you can define as you wish. But there are 3 waypoints with a special function: 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 mission-start waypoint 27: the default dropzone for Chinooks if you don't use any 'unload' command in the TEAMTYPE-section (see later on) A '-1' means that the point is never used. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-8. [STRUCTURES] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ Nothing difficult in this section. It's done by CCMAP but you may wish to change some parameters. Syntax: 012=GoodGuy,PILE,256,1344,0,cool ^^^ ^^^^^^^ ^^^^ ^^^ ^^^^ ^ ^^^^ 1 2 3 4 5 6 7 1: Just its number in the list 2: Structure-owner (here GDI) 3: Structure type (done with editor). For a list of abbreviations, see Chap- ter 6, Appendices 4: Structure 'health'. You can change this with CCMAP but if you want an almost destroyed building, you'd better TYPE it here, instead of killing the left mouse button. 255=Maximum, 1=Minimum 5: Cellnumber where the structure is in 6: Direction it is facing towards (only useful for gun turrets though) 0=north, 64=east, 127=south etc. clockwise 7: Any trigger associated with the building. This way you can let a specific thing happen when something happens to it. You can make this name up the way you want. (see TRIGGERS for more information) Make the name 'None' if no trigger is connected to it ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-9. [UNITS] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ Almost the same story as for the STRUCTURES. These are the vehicles on the map. You might want to edit some entries such as health and triggers. Syntax: 032=BadGuy,BIKE,256,222,0,Guard,None ^^^ ^^^^^^ ^^^^ ^^^ ^^^ ^ ^^^^^ ^^^^ 1 2 3 4 5 6 7 8 1: The number in the list 2: Owner of the vehicle 3: Vehicle type. For a list of the abbreviations, see Chapter 6 4: Health. 255=Maximum and 1=Minimum 5: Cellnumber where it is in 6: Direction which it faces 7: Any action the vehicle is currently undertaking. Choose from: Area Guard guard an area around the cell it is in Attack Base attack the enemy (YOUR) base Attack Civil. attack the civilians Attack Tarcom no idea Attack Units attack the enemy (YOUR) soldiers and vehicles Defend Base defend its own base from your attacks Guard like area guard but less aggresive Harvest eat Tiberium (harvesters only) None just sit and wait Rampage no idea Retreat no idea Return no idea Sticky stay put, whatever happens 8: Name of any trigger that may be connected to the vehicle ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-10. [INFANTRY] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ These are all the people on the map. Done by CCMAP but you can edit some things of course. Syntax: 001=GoodGuy,E1,256,2221,0,Guard,0,kill ^^^ ^^^^^^^ ^^ ^^^ ^^^^ ^ ^^^^^ ^ ^^^^ 1 2 3 4 5 6 7 8 9 1: Number in the list 2: Owner of the guy 3: Type of infantry. Choose from: E1: minigunner E2: grenadier E3: bazooka E4: flame thrower E5: chem warrior E6: engineer RMBO: commando DELPHI: special agent Delphi C1...C10: several civilians 4: Health of the man/woman 5: Cellnumber 6: Sub-cellnumber. A cell is divided in 5 places, so 5 soldiers can occupy 1 cell. (0-4) 7: Action he is currently undertaking (see UNITS , it's the same list) 8: Direction in which he stands 9: Again, any trigger name associated with him. Make it 'None' for no trig- ger. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-11. [CELLTRIGGERS] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ You have to add these yourself. A celltrigger is used to activate a trigger as soon as a soldier or vehicles enters it. Syntax: 1022=trap ^^^^ ^^^^ 1 2 1: The cell used for the celltrigger 2: The trigger activated by that cell. think of some name. So, if for example a soldier walks through cell 1022, he will activate the 'trap'-trigger. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-12. [TRIGGERS] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ Now, things are getting more serious...... In fact, this is THE part of the file that describes what is supposed to be happening at certain moments. A sort of script. It is quite a lot of work to describe it very accurate, but I'll try..... Syntax: kill=Attacked,Create Team,0,GoodGuy,hell,0 ^^^^ ^^^^^^^^ ^^^^^^^^^^^ ^ ^^^^^^^ ^^^^ ^ 1 2 3 4 5 6 7 1: The trigger name. These are the name you used in the previous sections. But new ones can also be added (ones that don't have a connection with a building, vehicle or person). 2: This is WHY is the trigger activated? Or, better: what must have happened so this trigger was activated? Choose from: (if any number or amount is necessary, these are position 4) # Bldgs Dstr. specified number of structures are destroyed * # Units Dstr. specified number of units are destroyed * All Destr. if EVERYTHING is killed/destroyed Any used with Cap=Win/Des=Lose (see later on) Attacked it gets attacked Bldgs Destr. all buildings have been destroyed Build It a specific structure was built * Civ. Evac. people like civi's or Delphi have been moved Credits a certain amount of credits has been reached Destroyed it has been destroyed Discovered it has been discovered (seen) House Discovered this enemy party has been seen No Factories all buildings that produce soldiers and vehi- cles have been destroyed (Hand+Airfield or Weapons Factory+Hand of Nod) None well, none Player Enters used for the celltriggers Time a certain period of time has passed Units Destr. all units have been destroyed Note: some things are marked with '*'. This means that I am quite sure that the description is correct but I don't know how to use it. 3: What should happen when the trigger is activated? Choose from: Airstrike airstrike All to Hunt everybody goes searching for you Allow Win used when there are more mission objectives Autocreate random creation of a team from the TEAMTYPES Cap=Win/Des=Lose for buildings: Captured=Win / Destroyed=Lose Create Team create a specific team with the name at pos. 6 Dstry Teams I don't know Dstry Trig 'XXXX' destroy the trigger named XXXX. (see examples) Dstry Trig 'YYYY' destroy the trigger named YYYY Dstry Trig 'ZZZZ' destroy the trigger named ZZZZ DZ at 'Z' a yellow flare is lit at waypoint 25 Ion Cannon ion cannon fired Lose you lose the mission None nothing happens Nuclear Missile nuke fired Production reproduce destroyed buildings Reinforce. reinforcements by a team of A10's, Chinook, APC etc Win you win the mission 4: This is a counter. Depending on your trigger action, it counts time, credits, numbers of buildings etc. 5: Who can activate the trigger (use none for both sides) 6: Teamtype connected with trigger (make up a name yourself) 7: If 0: trigger is only activated once If 2: trigger can be activated repeatedly as soon as the value at pos. 4 is reached again There are some actions you MUST use in order to make the mission play cor- rect. These are: WIN LOSE PRODUCTION. As you see, quite a lot of options. Don't worry, I'll give examples in chapter 3. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-13. [TEAMTYPES] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ The most difficult and unknown section of the INI files. Though there a lot of unknown parameters, you can use some default values. Syntax: kill=GoodGuy,1,0,0,1,0,15,1,0,0,2,HTNK:1,E3:2,2,Move:14,Guard:40,0,0 ^^^^ ^^^^^^^ ^^^^^^^^^^^^^^^^^^ ^ ^^^^^^^^^^^ ^ ^^^^^^^^^^^^^^^^^^^^ 1 2 3 4 5 6 7 1: Teamname, as defined in the TRIGGER section (pos. 6) 2: Owner of the team 3: A series of 9 numbers which I don't know anything about. Use the follo- wing templates (they always work with me) -> REINFORCE. by hovercraft, APC or Chinook: 0,0,0,0,0,7,0,0,0 -> CREATE TEAM: 1,0,0,1,0,15,1,0,0 -> REINFORCE. by A10 airstrikes: 1,0,0,0,0,7,0,0,0 4: Number of unit/infantry-types in the team. In this case 2: the HTNK and the BAZOOKA. Look at Chapter 6 for a list. 5: Which units/infantry and how much (1 HTNK and 2 BAZOOKA's) 6: Number of actions they have to undertake (here 2) 7: What actions they are supposed to do. (here 2: move to waypoint 14 and then guard for 40 time units). These always end with ,0,0 Refer to the UNIT section for a list of actions and add these: MOVE: go to waypoint.... LOOP: repeat the actions MOVE TO CELL: not sure how to use this one UNLOAD: for Chinooks, APC's and hovercrafts used as reinforcements. This will actually make them unload their cargo instead of just sitting there. As I said this may all look a bit scary if you read it for the first time. Try to get comfortable with the syntax and check out other INI files to find out how to use them. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-14. [BASE] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ This section isn't update by CCMAP. It lists all buildings followed by a weird number. This is needed in order to make the enemy rebuild any destroy- ed buildings. After creating the map, use BASEIT to complete the section. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 2-15. [BRIEFING] Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ This part is for Covert Ops only. It offers you an easy way to add a short briefing to the mission, just like the one when you choose RESTATE in the game. [BRIEFING] 1=This mission 2=is a very cool one. 3=Shoot to kill and 4=have fun!!! The section may contain 4 lines of text. A line may not exceed 76 charac- ters. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 3. EXAMPLES Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΌ I will give an example of the most common 'trigger-activators'. ***EXAMPLE 1*** If you (BadGuy NOD) enter cell 232, the enemy should create a team of 2 APC's and 5 minigunners which move to cell 300, wait for a while, move to cell 1000 and then attack you: [CELLTRIGGERS] 232=apc1 [TRIGGERS] apc1=Player Enters,Create Team,0,Badguy,apcmini,0 [TEAMTYPES] apcmini=GoodGuy,1,0,0,1,0,15,1,0,0,2,APC:2,E1:5,4,Move:1,Guard:3,Move:2, Attack Units:50,0,0 [WAYPOINTS] 2=1000 1=300 ***EXAMPLE 2*** After 150 time-units, a chopper should land in cell 2000, unload 5 Mammoth tanks (I know, crazy) which attack your base: [TRIGGERS] biggy=Time,Reinforce.,150,GoodGuy,chop,0 [TEAMTYPES] chop=GoodGuy,0,0,0,0,0,7,0,0,0,2,HTNK:5,TRAN:1,3,Move:3,Unload:3,Attack Base:50,0,0 [WAYPOINTS] 3=2000 ***EXAMPLE 3*** If you (NOD) attack the harvester, the enemy will send out 4 A10's to drop some napalm on your heads: [UNITS] 002=GoodGuy,HARV,256,1233,0,Harvest,bomb [TRIGGERS] bomb=Attacked,Reinforce.,0,BadGuy,a10s,0 [TEAMTYPES] a10s=GoodGuy,1,0,0,0,0,7,0,0,0,1,A10:4,0,0 ***EXAMPLE 4*** Every 200 time units, you want Nod to fire a nuclear missile [TRIGGERS] miss=Time,Nuclear Missile,200,None,None,2 And I could go on for hours and hours. It's best to look at other INI files yourself for more examples. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 4. MULTI-PLAYER MISSIONS Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ I never dealt with them but it seems you only need the sections created by CCMAP and the sections from chapter 2-3. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 5. HOW TO MAKE YOUR NEW MISSION PLAYABLE Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ Two ways: one for the original C&C and one for The Covert Ops. Original C&C: ΝΝΝΝΝΝΝΝΝΝΝΝΝ Very easy, replace the original MAP and INI with your new ones using MIXMAN. Then start the game as told in chapter 1. Somehow (using an old savegame) start the mission you are about to replace and then choose RESTART from the options menu. And hey, your new mission was born. If you want to distribute it (and I know you want to),be sure to save the game right after it started. This savegame can now be used to spread your mission world-wide. You can also extract and edit the MISSION.INI This file contains all mission objectives as seen in the RESTATE option. Extract it, find your mission and change the text. When ready, simply copy the file into the C&C-directory. The Covert Operations: ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ Things just couldn't be easier... After finishing the MAP and INI file, sim- ply copy them to your CO game-directory (if they aren't there already). Then give them another name like this: SCXYYEA.INI and SCXYYEA.MAP where X can be: G for a GDI mission B for a NOD mission M for a multi-player mission where YY can be: 20, 21, 24 to 35, 42 to 49, 51 to 99 for GDI missions 22 to 29, 34, 36, 38 to 99 for NOD missions Now rename the .MAP extension to .BIN. For example, you end up with SCB20EA.INI and SCB20EA.BIN. Finally, start Covert Operations and choose the 'New Missions' menu. And your new mission is now in the list like this: GDI My New Mission This depends on the player side and the name you gave in the BASIC section. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 6. TROUBLE-SHOOTING Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ There seem to be some problems that occur a lot. I'll try to give the right explanation. Problem: After I start the mission, the screen is completely black. Answer: Probably you forgot to copy the right 'theater' MIX-file to your harddisk. Check if WINTER.MIX, DESERT.MIX or TEMPERAT.MIX are there. Problem: After playing for a while, the game exits to DOS and reports a sca- ry DOS4GW error. Answer: One of the triggers and/or teamtypes connected to it made it crash. The best way to solve this is to delete all triggers and add them again one by one or two by two. After adding some, test the mission and repeat this until it crashes. Change or delete the 'crash-trig- ger'. Problem: The enemy does not rebuild any building I destroyed. Answer: You forgot to use BASEIT. This util updates the BASE section in the INI file. Answer: You forgot to use the PRODUCTION trigger. Use it like this: prod=Time,Production,10,None,None,0 Problem: The enemy does not create any vehicles or soldiers. Answer: I think you forgot to use the PRODUCTION trigger. Problem: NOD obelisks don't fire at me. Answer: You don't have enough power to make the fire. Add some more power plants. Problem: There doesn't seem to be any tiberium and fences on the map. I really put them there! Answer: The most common reason why this happens is that the INI-file is too large. Its maximum size is about 16 kilobytes. Just see if you can remove some tiberium or any other overlay and try again. If this isn't working out, I have no idea! Problem: My Chinook with reinforcements doesn't show up or lands at the wrong place. Answer: Sometimes it takes a while before the chopper actually shows up. I don't know why, but it's just that way. If it lands in the wrong place, the right cell is probably occupied by another soldier, vehicle or whatever. The chopper will then look for another free spot to land. ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 7. APPENDICES Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ Abbreviations used in the STRUCTURES-section: TMPL Temple of Nod EYE Advanced Comm Center WEAP Weapons Factory GTWR Guard Tower ATWR Advanced Guard Tower OBLI Obelisk of Light GUN Gun Turret FACT Construction Yard PROC Tiberium Refinery SILO Tiberium Silo HPAD Helipad HQ Communications Center SAM SAM site AFLD Airstrip NUKE Power Plant NUK2 Advanced Power Plant HOSP Hospital BIO Bio Lab PYLE Barracks HAND Hand of Nod ARCO Civilian Water Pump FIX Repair Bay MISS Techno Center/Prison V01-V37 Civilians Buildings Abbreviations used in the UNITS-section: VICE Visceroid FTNK Flame Tank STNK Stealth Tank LTNK Light Tank MTNK Medium Tank HTNK Mammoth Tank MHQ Mobile Headquarters LST Hovercraft MLRS Super Rocket Launcher ARTY Mobile Artillery HARV Harvester MCV Mobile Constr. Vehicle JEEP Humm-Vee BGGY Nod Buggy BIKE Recon Bike MSAM Rocket Launcher APC APC BOAT Gunboat TRIC Triceratops TREX Tyrannosaurus Rex RAPT Velociraptor STEG Stegasaurus ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί 8. FINAL NOTES Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ Okay, this is about it. You should be able to create some fine missions with the information provided by this manual. Well, at least I was able to.... HINT: use MIXMAN to extract other INI files and take a look at them. This sure helped me out when I had problems. If you have any more comment, questions or new information, please feel free to send me some e-mail. The address can be found at the bottom of this document OR (even better) use the Webboard service of the site below: http://www.econ.cbs.dk/people/dszcpfk/cc.html (browse to the Webboard) MIXMAN and CCMAP can be found at the Temple of the Conqueror: http://www.econ.cbs.dk/people/dszcpfk/cc.html (browse to the Construction Yard) This site also contains all home-made missions, documents, utils etc. While I was finishing this update, the site had temporarily moved to the one below: http://www.intertrade.it/users/rajan BASEIT used to be at the Temple too, but I think it has gone. If it isn't there, you can download it from my own site: http://www.introcom.nl/users/scoob/baseit.zip If I ever publish another update of this manual, it can be found at the Temple of the Conqueror (browse to the Library of Conquest) or my own site. Finally I wish to thank these people : * Richard Heesbeen and Jeroen Ritmeijer for CCMAP * Vladan Bato for MIXMAN * Barry Kalshoven and Michiel Prins for BASEIT * Erwin for information about the Covert Ops * Andrew Griffin for the first sets of information * Rajan Hollmann for setting up the Temple of the Conqueror * My parrot for being such a colorful bird ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ That's all folks. Good luck and have fun !!!!!!! Han Brunger scoob@introweb.nl