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- This is a file to explain a bit better how to use the various
- utilities here, and get you started with the basics of creating
- new levels.
-
- Let me first make it very clear:
- If you aren't comfortable with hex editors, the notion of doing
- hard work and lots of trial and error, then I suggest that you
- don't attempt to do much more than play around with editing the
- maps.
- Getting a fully-functional scenario off the ground requires quite
- a bit of work, lots of which you will have to do by hand.
- Just read PART 1 if you want to find out how to use some new
- scenarios.
-
-
- This is not a comprehensive document describing every single
- thing you need to know. Mainly because I don't know everything about
- ths type of editing myself.
-
-
- PART 1: How to use new missions
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- There are 2 ways to use new missions. The first way (given to me by
- Vladan Bato) is much easier and the preferred method, the second
- way is a little bit trickier.
-
- Method 1:
- ---------
- You have the text information for the scenario all worked out, and
- have the map image you want. Combine these into a single file by
- copying the map onto the end of the text information:
- copy scen.txt+scen.map newscen.scn
- Now all you have to do is rename this new file (newscen.scn) to
- a particular mission (such as scg01a.ini, which would replace the
- GDI mission 1). To get a complete listing of all the available mission
- names, extract the mission information near the end of the general.mix
- file, or look at the unofficial strategy FAQ.
- The file must be the exact mission name, with the .ini extension.
- Now put this newly renamed file into the same directory as your game.dat
- file, and whenever you play the mission you will get the new mission
- instead. If you use a savegame to access this mission number, you
- will have to reload (abort->reload) to get this new information.
- Thanks Vladan!
-
- Method 2:
- ---------
- [you need the general.mix file on your HD for this method]
- This method is to permanently alter the general.mix file. This has the
- advantage of not needing to bother with little files about the place.
- It may also be the case that you will need to do this if you wish
- to edit the multiplayer maps (I haven't thought of a way to use Vladan's
- method for the multiplayer scenarios).
- What you have to do is have your two files as above (your text file
- containing the scenario information and the map image). Then you need
- to work out the addresses in the general.mix file where you want to change
- the information (use a hex editor or some other method to find this out).
- It doesn't matter in which order you do it (its probably easier to do the
- map first), but:
- use map-p to replace the current map with the new one. This takes a very
- short time as all the maps are the same size.
- use shuffle to insert the text file at the appropriate point in the
- file. This takes a while to do as it is creating a new file called
- general.new. This program takes account of the differing sizes of the
- text information and adjusts the internal file pointers appropriately.
- You have a new file called general.new, change its name to general.mix (or
- whatever you have called it), and whenever you access that mission the
- new information will come up.
-
- PART 2: How to create new missions
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Hope some of you are still with me. Now we get into the nasty part -
- actually creating the new scenario in the first place.
- I'm assuming that you have used cc-scen to create a data file which
- contains all the information you want in regards to the map itself,
- and the placement of overlays, terrain, structures, units and smudges.
- Now you want to create the two files (one text file with the scenario
- information and the other a map image) from this file. Use convert to
- do this, and you should end up with the appropriately named files.
- This produced text file is nowhere near enough to do a complete scenario,
- so you'll need to obtain another file which contains an example of a
- complete file that you can work with. Use extract.exe to grab the mission
- information from the general.mix file (from the one which you want to replace
- would probably be best), and you can now work with that file.
- The first thing you want to do is open up this new file and delete the
- entries for [OVERLAY], [TERRAIN], [STRUCTURES], [UNITS], and [SMUDGE]. As
- it doesn't really matter in which order things appear in the file, you
- can then just insert the new information for these entries into the file
- (just make sure you don't insert it part-way through another entry).
- Now, you could just use this file as the complete scenario information,
- and all will be happy, but there are a number of other things which you
- will need to edit first.
-
- 2.1 INFANTRY
- ------------
- There is no way to edit the infantry using cc-scen (and there never
- will be), so if you want groups of infantry, you will have to edit them
- by hand (you could just cheat and delete the infantry all together).
- Entries for infantry have the following format (generally):
-
- 044=GoodGuy,E2,256,1017,4,Area Guard,0,None
- ^^^ ^^^^^^^ ^^ ^^^ ^^^^ ^ ^^^^^^^^^^ ^ ^^^^
- 1 2 3 4 5 6 7 8 9
-
- 1. this is simply the number of the infantry piece. They count backwards
- to 000 (always a 3 digit number), and stuffing up the ordering is probably
- a stupid idea (or not good practice anyway).
- 2. this is the team the controls the unit. It can be GoodGuy, BadGuy, Neutral
- or Special (can also be things like Multi1-6, but its probably best to
- stick with the 4 mentioned).
- 3. This is what type of infantry piece it is.
- 4. the health of the unit (a value of 256 means it has max. health)
- 5. ths is the cell in which it is in
- 6. this is the position within the cell (values range from 0-4, so you can
- get 5 infantry in the same cell by giving them the same cell value but
- differing positions within that cell).
- 7. the action that the infantry is currently undertaken
- 8. ??this might be the direction in which the infantry is facing - it
- would make sense??
- 9. any trigger event associated with this infantry unit.
-
- 2.2 UNITS
- ---------
- You can use cc-scen to place the units around the map, so there are
- only a few things that you may need to edit for this entry. They have
- the form (usually):
-
- 008=GoodGuy,MTNK,256,2382,0,Area Guard,None
- ^^^ ^^^^^^^ ^^^^ ^^^ ^^^^ ^ ^^^^^^^^^^ ^^^^
- 1 2 3 4 5 6 7 8
-
- 1. simply the unit number (this is done for you).
- 2. the owner of this unit (done in cc-scen)
- 3. the type of unit it is (done in cc-scen)
- 4. the health of the unit (256 means that it is at max. health, anything
- lower means it is damaged to some extent).
- 5. the cell it is in (done in cc-scen)
- 6. the direction the unit is facing. This is set to 0 by the converter.
- 7. the activity the unit is currently dong (there may be more than one
- entry for this, escpecially when doing Move's).
- 8. a trigger associated with this unit.
-
- 2.3 STRUCTURES
- --------------
- Agan, you use cc-scen to place the structures around the map and to
- set ther ownership. There are a few other things you may wish to look
- at (as usual). The format is:
-
- 013=GoodGuy,FACT,256,314,0,hunt
- ^^^ ^^^^^^^ ^^^^ ^^^ ^^^ ^ ^^^^
- 1 2 3 4 5 6 7
-
- 1. is the number of the structure (this is done for you)
- 2. the owner of the structure (done is cc-scen)
- 3. the type fo structure it is (done is cc-scen)
- 4. the hit points of this structure (anything less than 256 means that
- it is damaged).
- 5. the location of the structure (done in cc-scen)
- 6. this is the direction the structure's weapon is facing (only really
- useful for the gun turret)
- 7. the trigger associated with this structure
-
- NOTE: not all the civilian buildings (V01-V37) for in all the different
- theatres.
-
- 2.4 OVERLAY
- -----------
- You don't have to worry about editing this by hand, it is all done for
- you in cc-scen.
-
- 2.5 TERRAIN
- -----------
- Most of this is done for you in cc-scen. However, there are a few things
- you might like to know. They have the format:
-
- 3443=ROCK1,None
- ^^^^ ^^^^^ ^^^^
- 1 2 3
-
- 1. the location of this terrain piece (done in cc-scen)
- 2. the type of terrain (done in cc-scen)
- 3. ??I think this is a trigger associated with this terrain??
-
- Note that terrain pieces cannot be destroyed (so setting a Desteoryed
- flag for their trigger is pretty useless).
-
- NOTE: not all terrain types for for all theatres.
-
- 2.6 SMUDGE
- ----------
- This is mostly done for you, but there are two parts that you may
- wish to edit by hand. The general form is:
-
- 3541=CR1,3541,0
- ^^^^ ^^^ ^^^^ ^
- 1 2 3 4
-
- 1. the location of the smudge (done in cc-scen)
- 2. the type of smudge (done in cc-scen)
- 3. ??don't know what this is, it just seems to be a repeat of the
- cell it is in??
- 4. ??don't have any idea what this is at all??
-
- To be safe, when converting the data file, I have set the default value
- for #3 to be the same as the cell number, and #4 to 0 (I have yet to see
- a value other than 0).
-
- 2.7 BASE
- --------
- I'll be honest and say that I have no idea what this is used for. There
- isn't a 1-1 relationship between entries in this section and the actual
- number of structures.
- The Count= represents the number of entries in this section, not the
- actual number of structures.
- The format is:
-
- 007=SILO,218118912
- ^^^ ^^^^ ^^^^^^^^^
- 1 2 3
-
- 1. just the entry in this section
- 2. the type of structure it is
- 3. ??I have no idea at all - there is no visble commonality between the
- numbers and the structures??
-
- 2.8 WAYPOINTS
- -------------
- You will have to do this by hand, as it is not part of cc-scen. I'm
- not sure, but I think that the waypoints are used in various actions
- (such as Move).
- They have the format:
-
- 27=2080
- ^^ ^^^^
- 1 2
-
- 1. the entry in the section
- 2. ??I think this represents a cell number??
-
- 2.9 CELLTRIGGERS
- ----------------
- You use this if you want to associate a cell with a trigger (usually
- with the flag Player Enters). You will have to do this by hand as
- cc-scen doesn't do this.
- The format is:
-
- 3593=delx
- ^^^^ ^^^^
- 1 2
-
- 1. the cell to associate a trigger with
- 2. the trigger to associate with this cell.
-
- 2.10 MAP
- --------
- You will have to do this completely by hand. It has the format:
-
- Height=59
- Width=61
- Y=3
- X=1
- Theater=DESERT
- TacticalPos=3438
-
- Height: the height of the map (in cells)
- Width: the width of the map ((in cells)
- Y, X: point to the address of the top left hand corner of the map
- image for the map.
- Theater: which graphics set to use (winter, desert or teperate).
- TacticalPos: determines which part of the map you start of seeing (it
- represents the top left hand corner).
-
- 2.11 BASIC
- ----------
- You'll have to do this all by hand. The basic form is:
-
- CarryOverCap=-1
- CarryOverMoney=30
- Intro=x
- BuildLevel=9
- Theme=No theme
- Percent=81
- Player=BadGuy
- Action=x
- Lose=BANNER
- Win=x
- Brief=NOD9
-
- CarryOverCap: ??I've no idea what this is - maybe the carryover silo
- capacity??
- CarryOverMoney: the maximum amount of money you can carry over from the
- previous mission (multiply by 100 to get the actual amount).
- Intro: the video to play for the intro.
- BuildLevel: just seems to represent the level of the mission (it doesn't
- affect what you can build).
- Theme: if set to Untamed Land, then a different piece of music will play
- when the scenario is begun (you may also like to try J1)
- Percent: ??I've no idea what this represents??
- Player: which units you control
- Action: the video to play
- Lose: the video to play if you lose the scenario
- Win: the video to play if you win the scenario
- Brief: the video to paly as a briefing
-
- 2.12 TRIGGERS
- -------------
- You will have to do these by hand. I don't know what most of the
- triggers do, so don't ask me.
- They have the form:
-
- atk4=Time,Create Team,170,GoodGuy,gdi4,0
- ^^^^ ^^^^ ^^^^^^^^^^^ ^^^ ^^^^^^^ ^^^^ ^
- 1 2 3 4 5 6 7
-
- 1. the name of the trigger
- 2. the trigger itself (what causes the trigger action)
- 3. the trigger action
- 4. ??seems to be associated with the Time (the others have it set
- to 0)??
- 5. a side associated with a trigger
- 6. the team associated with the trigger (from TeamTypes).
- 7. ??no idea??
-
-
-
- There are a number of other entries, but I've grown very tired of writing
- this up. You'll just have to look at the entries in general.mix and work
- out what things are.
-
- Andrew
-