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- The Red Alert
- Internet mapedit Guide
-
- Version 2.01
- November 24, 1997
-
- Copyright 1997 Jaakko Nenonen. All Rights Reserved
- enenonen@oktasys.fi
-
-
- DISCLAIMER
-
- The purpose of this mapedit guide is to aid you to put units, structures and
- and other things on your own multiplayer maps in the game Command & Conquer:
- Red Alert, by Westwood
-
-
- NEW STUFF IN YOUR MAP
-
-
- When you downloaded this guide you got STUFF.MPR. At this map there are some
- new stuff like different types of walls, Money and Healbase crates and
- icefloes, which you can copy to your own map if you follow next instruction:
-
- 1.Go to Terrain Editor
- 2.Load the map "New stuff which youcan copy in your maps"
- 3.Create with mouse the region that you want to copy. Click mouse's right
- button that should be followed by a small window on the screen. Choose COPY
- 4.Load your own map
- 3.Create with mouse the region to which you want to put your copy. Click again
- right button and a small window will appear on the screen. Choose PASTE
- and thats it!
-
- When I tested my snow map, in which I had put this new stuff, only the walls
- functioned but if you manage to put crates and icefloes on your map so that
- they work please E-Mail me and tell me how you did it.
-
-
- GETTING STARTED
-
-
- First Build your the map and then edit xxxxxxxx.mpr (xxxxxxxx=the name of the map)
- using MS-DOS Edit or alike. REMEMBER ALWAYS THAT, if you save your map in
- Terrain Editor it will destroy all that you have written your .mpr file!!!
- That's why you should make a copy of your .mpr file before you visit next
- time Terrain Editor!
-
- Check that .MPR file has following sections
-
- [Basic]
- [Map]
- [Waypoints]
- [Mappack]
- [TERRAIN]
- [Overlaypack]
- [Digest]
-
- If you find all, you are able to start editing
-
-
- 1. RULES-SECTION
- ----------------
-
- You can put your own rules to your maps. You must have RULES.INI, of
- which you can copy parts to your own .MPR file, after which you can
- change them as you like. They must be situated before [basic]-section.
- I give you two examples:
-
- [General]
- GrowthRate=20
-
- [GAP]
- Owner=allies,Soviet
-
- [TeslaZap]
- Range=15.0
-
- In this example orefields grow two times faster than usually, Soviets also
- have Gap-generator and teslacoil's laser's distance is two times longer
-
- [General]
- CrateMinimum=6
- CrateMaximum=5000
- CrateRadius=5.0
- CrateRegen=2.0
- BridgeStrength=2500
-
- [Recharge]
- Chrono=5
- IronCurtain=5
- Nuke=5
-
- [JEEP]
- Speed=15
- Owner=allies,soviet
- Cost=400
-
- [Powerups]
- Cloak=30,STEALTH2
- Money=0,DOLLAR,2000
- TimeQuake=50,TQUAKE
-
- In this example powerup-crates appear about three times more often than
- usually, crate's radius is five cells, bridges are 2.5 times stronger than
- usually and Soviets use ranger too and is better than before. Chronoshift,
- Iron Curtain and Atom Bomb charges in five minutes. Stealth- and Quake crates
- are most usual powerup crates and moneycrates dont appear at all.
-
- As you see you have to copy only those parts in RULES.INI that you will
- change. The changes that you do will be ONLY in this map.
-
-
- 2.BASIC-SECTION
- ---------------
-
- [Basic]
- NewINIFormat=3 <1
- Name=xxx <2
-
- 1.Don't know
- 2.Name of the map. This is the easiest point to change the name of the map
-
-
- 3.TEAMS-SECTION
- ---------------
-
- Write beetween [Basic]-section and [Map]-section as follows
-
- [USSR] < 1
- Maxunit=500 < 2
- Maxinfantry=500 < 2
- Maxbuilding=500 < 2
- Edge=East < 3
- Techlevel=9 < 4
- Allies=USSR,Neutral < 5
-
-
- 1.Name of the team
-
- 2.Probably maximal dimensions?
-
- 3.The edge of the map , where team's reinforcements arrive. The alternatives
- are South, North, East and West, buy this is of little consequence.
-
- 4.The techlevel of team. it doesnt matter
-
- 5.The allies of the team. In this point you have to name the enemies and
- friends of this team. In this example neutrals are friendly to USSR
-
- You also have to include the information of following teams:
-
- Colours:
- [ENGLAND]
- [GERMANY]
- [UKRAINE]
- [FRANCE]
- [TURKEY]
- [SPAIN]
- [GREECE] Blue
- [ITALY]
- [NEUTRAL] Yellow
- [GOODGUY] Blue
- [BADGUY] Red
- [SPECIAL] Yellow
-
- As you can see teams are hostile to each other. If you dont include
- information of teams in your .MPR file, you won't get structures and units
- on the map
-
-
- 4.MAP-SECTION
- -------------
-
- [Map]
- Theater=SNOW <1
- X=0 <2
- Y=32 <2
- Width=126 <3
- Height=64 <3
-
- 1.type of terrain. SNOW, TEMPERATE or INTERIOR, which means inside mission.
-
- 2.The location of left upper corner.
-
- 3.Width and Height of map. Once I tried to change them to 126x126. Terrain
- Editor showed the map at the size of 126x126 but at the game it was anyway
- 126x64. By changing this point you can at least do smaller maps but how
- about 120x80 for example? I haven't tested yet.
-
-
- 5.WAYPOINTS-SECTION
- -------------------
-
- [Waypoints]
- 0=2720 < 1
- 1=4163 < 1
- 2=4328 < 1
- 3=13343 < 1
- 4=12493 < 1
- 5=11743 < 1
- 98=12363 < 2
-
- ^^ ^^^^^
- 3 4
-
- 1.Start positions. In this example there are six start positions. It might be
- possible that you can put more than eight of them here, I dont know.
-
- 2.Dont know
-
- 3.Number of waypoint
-
- 4.Position of waypoint, the cell.
-
-
- 6.MAPPACK-SECTION
- -----------------
-
- This is same as in C&C .map file in packed. Terrain Editor takes care of
- this
-
-
- 7.TERRAIN-SECTION
- -----------------
-
- [TERRAIN]
- 5886=MINE
- 13011=TC01
- ^^^^^ ^^^^
- 1 2
-
- 1.The cell where tree is located
- 2.code of tree. MINE is a mineshaft
-
- Terrain Editor takes care of this. This section is useful when you search
- right places for structures and units.
-
-
- 8.STRUCTURES-SECTION
- --------------------
-
- If you want Structures on your map write between Terrain-section and
- Overlaypack-section as follows:
-
- [STRUCTURES]
- 0=Goodguy,GUN,256,7623,0,None,0,0
- 1=Special,MINV,256,12754,0,None,0,0
- 2=Neutral,BRL3,256,9876,0,None,0,0
-
- ^ ^^^^^^^ ^^^^ ^^^ ^^^^ ^ ^^^^
- 1 2 3 4 5 6 7
-
-
- 1.Number of structure. Next structure will be number one, and the next after
- it number two and so on.
-
- 2.Owner of the structure. If the owner is Goodguy, Badguy, Neutral or
- Special, not anyone of players can control them
-
- 3.The abbr. name of Structure. Examples you find in Rules.ini except
- following structures:
-
- MINV=Anti Vehicle mine
- MINP=Anti Personal mine
- BARL=Exploding barrel
- BRL3=Three exploding barrels
-
-
- 4.The condition of Structure. 256=max
-
- 5.The cell, where structure is located. The location where you want to put
- your structure you find out as follows. Go To Terrain editor and load your
- map. Put mineshafts (no trees) at the map to places, where you want
- structures. Then go to edit xxxxxxxx.mpr. Go to end of [Terrain] section.
- It should look according following example:
-
- [Terrain]
- ...
- ...
- 12729=T08
- 4250=TC05
- 4281=T01
- 2232=MINE < Here you can see mineshafts which you have put. 2232,
- 2840=MINE < 2840, 3029.. etc. are the cells where mineshafts are
- 3029=MINE < located. Write those numbers to the places of the cells
- 11614=MINE < of the structures and delete rows 2232=Mine -> 11343=Mine
- 9234=MINE <
- 12849=MINE <
- 11343=MINE <
-
- 6.The direction of structure. This has meaning only in Gunturrets. 0 is
- towards north, 64 to east, 128 to south etc.
-
- 7.Name of the Trigger. Trigger has no ANY meaning. Use only None
-
- ATTENTION! Remember to write [STRUCTURES] with capitals, otherwise you wont
- find any structures!
-
-
- 9.UNITS-SECTION
- ---------------
-
- If you want to put vehicles on your map write as follows after [STRUCTURES]
- section:
-
-
- [UNITS]
- 0=Badguy,4TNK,256,7752,0,Guard,None
- 1=USSR,V2RL,96,12242,64,Hunt,None
- 2=Goodguy,HARV,235,6762,128,Harvest,None
-
- ^ ^^^^^^^ ^^^^ ^^^ ^^^^ ^^^ ^^^^^^^ ^^^^
- 1. 2. 3. 4. 5. 6. 7. 8.
-
- 1.The number of vehicle
-
- 2.The owner of vehicle
-
- 3.The abbr. name of vehicle. Examples you find in Rules.ini
-
- 4.The condition of vehicle. 256=max
-
- 5.The cell where vehicle is located.
-
- 6.The direction of vehicle. 0 is towards north, 64 to east, 128 to south etc.
-
- 7.The order of the vehicle. I tell here all I know so far:
-
- Guard=Guards area which is as big as his weapons distance
- Area Guard=Guards about twice as big area as in Guard-order
- Hunt=Goes to search enemies
- Sticky=Wakes only when somebody shoots it
- Sleep=Does nothing ever
- Harmless=dont know
- Harvest=Harvests ore. Only Ore Trucks
-
- 8.Name of the Trigger. Trigger has no ANY meaning. Use only None
-
- ATTENTION! Remember to write [UNITS] with capitals, otherwise you wont find
- any vehicles!
-
-
- 10.SHIPS-SECTION
- ----------------
-
- If you want to put Sea units on your map, Write as follows after [UNITS]
- section:
-
- [SHIPS]
- 0=Badguy,SS,256,5000,0,Hunt,None
- 1=Greece,CA,96,13020,64,Area Guard,None
-
- ^ ^^^^^^ ^^ ^^ ^^^^^ ^^ ^^^^^^^^^^ ^^^^
- 1. 2. 3. 4. 5 6. 7. 8.
-
- 1.The number of sea unit
-
- 2.The owner of sea unit
-
- 3.The abbr. name of sea unit. Here you have a list of sea units:
-
- SS=Submarine
- DD=Destroyer
- CA=Cruiser
- BT=Gun boat
- LST=Transport
-
- 4.The condition of sea unit. 256=max
-
- 5.The cell where sea unit is located.
-
- 6.The direction of sea unit. 0 is towards north, 64 to east, 128 to south etc.
-
- 7.The order of the sea unit. Same as in vehicles except Harvest
-
- 8.Name of the Trigger. Trigger has no ANY meaning. Use only None
-
- ATTENTION! Remember to write [SHIPS] with capitals, otherwise you wont
- find any sea units!
-
-
- 11.INFANTRY-SECTION
- -------------------
-
- If you want to put infantrys and dogs on your map, Write as follows after
- [SHIPS] section:
-
- [INFANTRY]
- 0=Badguy,DOG,256,11529,0,Hunt,0,None
- 1=Goodguy,E7,50,5555,128,Sabotage,2,None
-
- ^ ^^^^^^^ ^^ ^^ ^^^^ ^^^ ^^^^^^^^ ^ ^^^
- 1. 2. 3. 4. 5. 6. 7. 8. 9.
-
- 1.The number of infantry
-
- 2.The owner of infantry
-
- 3.The abbr. name of infantry. Here you have a list of most important
- infantrys:
-
- E1=Rifle soldier DOG=Attack
- E2=Grenadier THF=Thief
- E3=Rocket soldier SPY=Spy
- E4=Flame thrower MEDI=Field Medic
- E6=Engineer C1-C10=Civilians
- E7=Tanya GNRL=Field Marshal
-
- 4.The condition of infantry. 256=max
-
- 5.The cell where infantry is located.
-
- 6.The direction of infantry. 0 is towards north, 64 to east, 128 to south etc.
-
- 7.The order of the infantry. Same as in vehicles and also perhaps these:
-
- Capture=Attacks base and tries to capture structure? Only engineers
- Sabotage=Attacks base and tries to use C4-explosive to structures? Only
- Tanyas
-
- Im not sure about functioning of these orders
-
- 8.Location in the cell (0-4). Cell is divided in five smaller parts.In
- following example I have five grenaders in cell 10000:
-
- [INFANTRY]
- 0=Badguy,E2,256,10000,224,Area Guard,0,None
- 1=Badguy,E2,256,10000,32,Area Guard,1,None
- 2=Badguy,E2,256,10000,128,Area Guard,2,None
- 3=Badguy,E2,256,10000,160,Area Guard,3,None
- 4=Badguy,E2,256,10000,96,Area Guard,4,None
-
- 9.Name of the Trigger. Trigger has no ANY meaning. Use only None
-
- ATTENTION! Remember to write [INFANTRY] with capitals, otherwise you wont
- find any infantrys or dogs!
-
-
- 12.OVERLAYPACK-SECTION
- ----------------------
-
- Terrain Editor takes care of this
-
-
- 13.DIGEST-SECTION
- -----------------
-
- You have to delete this section. If you dont delete it and you play your map
- Red Alert informs that "Scenario is corrupted". I know this thanks to Joshua
- Heyer (taurus@ptel.net)
-
-
- 14.BEFORE ANY TESTING
- ---------------------
-
- Check before testing that the structure of .MPR file is following:
-
- <-------- Map's rules
- [Basic]
- <-------- Information of teams
- [Map]
- [Waypoints]
- [Mappack]
- [TERRAIN] <--------
- [STRUCTURES] <-------- Write these
- [UNITS] <-------- in capital
- [SHIPS] <-------- letters!
- [INFANTRY] <--------
- [Overlaypack]
-
-
- Wrong organization may cause that map doesnt work. If everything seems to be
- allright and all small writing errors have been corrected, Map is ready for
- testing!
-
-
- PS.
-
- If you map doesnt work or you have any other problelms with your map you can
- e-mail me to enenonen@oktasys.fi.
-
-
-