A ?? means that I am unsure as to the exact nature of this entry as I haven't used it yet, but this is an educated guess. Actions =-=-=-= (I'm not 100% sure that all of these are used in the TeamTypes section) [look in the game.dat file to get a listing (do a search for these words) of the available commands to make certain - then test them ;)]. None no action. Attack Base units attack their opposition's base (do this with engineer units to get them to take over buildings). Attack Units units attack their opposition's units. Attack Civil. ??probably gets them to attack any civilians around?? Rampage ??never seen it used?? Defend Base ??probably gets that unit to attack any units that attack its base?? Move uses a waypoint to specify where the team is to move to. The team will stop as soon as the first unit gets to that cell. Move to Cell ??don't know whether it uses a waypoint as a specifier or the actual cell number?? Retreat ??never seen it used?? Guard unit stands around guarding that spot. It will only attack units that attack it. Loop causes the set of commands to be repeated, using a time specifier (I think) to determine Attack Tarcom ??never seen it used?? Unload uses a waypoint to determine where to unload the troops. Waypoint 27 (I think) is used as a default if an unload command is not specified. Harvest gets the harvester to harvest tiberium (probably not used in TeamTypes, but as a [Unit] action). Return ??never seen it used?? Area Guard unit is more aggressive when guarding that position. I'm not sure whether it is only used in the [Unit] action or also in the TeamTypes section. Trigger Events =-=-=-=-=-=-=- None no trigger assocaited with this item. Player Enters used for celltriggers, the trigger is activated when the player enters that cell, funnily enough. Discovered Attacked trigger is activated when the thing is attacked. Destroyed trigger is activated when the unit/structure is destroyed. Any ??trigger is activated for any of these reasons.?? House Discov. ??trigger activated when the specified team is first encountered?? Units Destr. ??trigger is activated when all the units of the specified team have been destroyed.?? Bldgs Destr. ??trigger is activated when all the buildings of the specified team have been destroyed.?? All Destr. trigger is activated when all units and buildings of the specified team have been destroyed. Credits ??trigger activated when a certain amount of cash has been produced?? Time trigger activated after a certain period of time # Bldgs Dstr. ??trigger is activated when a certain number of structures that are assocaited with this trigger are destroyed.?? # Units Dstr. ??trigger is activated when a certain number of units that have this trigger associated with them are killed.?? No Factories ??I would guess when there are no construction sites left on the map?? Civ. Evac. triggered when the civilians have been evacuated (how this is determined, I don't know). Build It triggered when a certain structure is built. Don't know how to specify which structure is needed. Trigger Actions =-=-=-=-=-=-=-= None no action is taken. Win you win if this trigger is activated. Lose you lose if this trigger is activated. Production tells the CP to start producing things. Create Team tells the CP to create the specified team. Dstry Teams ??destroys all the current teams?? All to Hunt all the CP's units have their action set to Hunt, and seek out their enemies. Reinforce reinforces the specified team with the specified units (a Teamtype). The reinforcements come from the direction specified in the Edge section of that side's information. DZ at 'Z' ??drops a flare at a specified point [specified by waypoint 25 apparently]?? Airstrike gives airstrike capabilities to player, or causes the CP to do an airstrike (if t has that capability). Nuclear Missile causes the CP to drop a nuke if it has that capability. Ion Cannon causes the CP to use an ion blast if it has that capability. Dstry Trig 'XXXX' deletes the trigger XXXX (useful for things like giving the CP ion cannon abilities as long as it has an adv. comm. centre). Dstry Trig 'YYYY' deletes the trigger YYYY. Dstry Trig 'ZZZZ' deletes the trigger ZZZZ. Autocreate either automatically creates teams when the specified units have been produced, or creates the necessary units and then creates the team. Cap=Win/Des=Lose used for specifying that a building must be captured to win the mission - if it is destroyed, you lose. Allow Win if present, this action needs to be satisfied before a win can be announced, even if the win condition has been met. ========================================================================== Now a breif description of what I know of the [Waypoints], [CellTriggers], [Triggers] and [TeamTypes] sections. This is, of course, incomplete knwoledge, and only comes about through lots of trial and error. [Waypoints] Pretty simple in format, it is simply: number=cell (eg. 28=3376). When the cell is set to -1, it means that that waypoint is unused. This is useful because you may not need all the available waypoints, but need to use some of the higher ones (for certain reasons). The special waypoints that I know of are: 27 the default dropzone for unloading units 26 the cell that is in the upper left hand corner of your monitor when that scenario first starts. 25 the cell that the flare is dropped in when the DZ at 'Z' is triggered. If the waypoint for #26 is not a valid cell for the current map, in that displaying it will display cells outside of the range of the map width and height, then C&C will fix this up and work out what the nearest acceptable cell for the upper left hand corner is. If the waypoint for the dropzone is used (an Unload: was not specified in the TeamType) and is outside of the range of acceptable cells, then wierd things are likely to happen. These are the only waypoints that I know to be special, so you can probably feel free to use the others as you please. [CellTriggers] Just as simple, the format is: cell=trigger (eg. 596=killme) When this cell is entered by a unit, the asssociated trigger is looked up and processed if needed. Used with the Player Enters trigger event. [Triggers] This is a little bit more complex, with the form: trigger=trigger event,trigger action,number,side,team,number0 See above for the available trigger events and trigger actions. What the first number is depends on what the trigger event is. If it is a Time event, then this number if the number of time quanta that pass before this trigger is called. If the event is soemthing like # Units Destr., then it (I think) relates to the number of units to be destroyed before it is triggered. It is set to 0 when not in use. Side is which side (eg. GoodGuy, BadGuy etc) causes this trigger to be tripped. For something like Time, then the side determines whose clock is used (I think). For something like the Destroyed/All Destr. (etc) trigger event, then it deetermines whose units have been destroyed. For Player Enters, it is whose player enters that cell (one side may trigger the event and not the other). The team is used in trigger actions such as Create Team, Reinforce. It refers to the team in the TeamTypes section. Number0 is a mystery to me. It is usually set to 0, but occasionally set to 1, although I don't know why. [TeamTypes] Much more complicated, with lots of parts I don't understand yet. It has the format: name=side,[numbers],num. of unit types,[unit types and number],num. of actions, [actions],[numbers0] (eg. team1=BadGuy,1,0,0,0,0,20,1,0,0,2,E5:5,RMBO:1,3,Move:5,Move:4,Loop:0,0,0) Side is simply who this team belongs to. [numbers] is the real unknown part of this section. There is a group of 9 number, of which I have no idea what they do. They usually take the form: 1,0,0,0,0,20,1,0,0 although ^^ often changes, and the other numbers change as well. I personally don't mess with these as changing them seems to have no noticable effect, although they must do something. After these numbers comes a number telling C&C how have different types of units are in this team. Next comes an entry for each of the unit types that are in this team. It has the form: [type]:[number] where [type] is the type of unit it is, and [number] is the number of units of that type in the team. Then comes a number telling C&C how many commands there are for that team. Next come the commands, in the form [command]:[number]. [command] is the command to perform (see Actions above). [number] can be either a waypoint or time quanta depending on what the command was. At the end come 2 numbers (usually 0,0). I have no idea what these are for. Written by Andrew Griffin