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- CCEdit -- a Command and Conquer Editor
- CCEdit v2, written by Andrew Griffin.
-
-
- CONTENTS:
- [1] Important Notices
- [1-1] Copyright Notice and Distribution Restrictions
- [1-2] Warnings
- [2] CCEdit Reqirements and Files
- [2-1] Hardware requirements
- [2-2] CCEdit data files
- [2-3] Getting new data files
- [3] How To Use CCEdit v2
- [3-1] Starting the program
- [3-2] Keyboard shortcuts
- [3-2-1] Main menu shortcuts
- [3-2-2] Secondary menu shortcuts
- [3-3] Mouse actions
- [3-3-1] Main menu actions
- [3-3-2] Secondary menu actions
- [3-4] Changing the values
- [3-4-1] Input boxes
- [3-4-2] Lists
- [3-4-3] Plus and Minus Buttons
- [3-5] Buttons and their actions
- [3-5-1] Save All button
- [3-5-2] Default All button
- [3-5-3] Use Patch button
- [3-5-4] Make Patch button
- [3-5-5] Reload All button
- [3-5-6] Save button
- [3-5-7] Def button
- [3-5-8] Reload button
- [3-5-9] Close button
- [4] Patch Files
- [4-1] What is a patch file?
- [4-2] Why do I need a patch file?
- [4-2-1] Synch errors
- [4-3] Using and making patch files
- [5] Unit and Building Characteristics
- [5-1] Speed
- [5-2] Armour Thickness
- [5-3] Secondary weapon
- [5-4] Primary Weapon
- [5-5] Owner
- [5-6] Power Required
- [5-7] Power Produced
- [5-8] Cost
- [5-9] Visual Radius
- [5-10] Hit Points
- [5-11] Weapon Payload
- [5-12] Invulnerability
- [5-13] Construction Type
- [5-14] Double Fire Ability
- [5-15] Rotor Blades
- [5-16] Transport Ability
- [5-17] Draw Graphics
- [5-18] Tech Levels
- [5-19] Turning Speed
- [5-20] Tiberium Capacity
- [5-21] First Build Level
- [5-22] Unit Can Be Selected
- [5-23] Enemies Will Attack Unit
- [5-24] Aircraft Cannot Land
- [5-25] Can Be Built
- [6] Supplementary Notes on Some Units and Buildings
- [6-1] Dinosaur Units
- [6-2] Viceroid and Mobile HQ
- [6-3] A-10, Hovercraft, Gunboat, and Transport Plane
- [6-4] Walls and Fences
- [6-5] Multiplayer-Only Units
- [7] Problems Running CCEdit v2
- [7-1] Failure to initialise your graphics card
- [7-2] Not enough memory on your graphics card
- [7-3] No Microsoft mouse driver detected
- [7-4] Setting video mode failed
- [7-5] Error creating a patch file
- [7-6] Suspected XMS problems
- [7-7] Unfreed XMS memory
- [8] Andrew's Stupid Quotes
- [9] Last Minute Notices and Thanks
-
- ------------------------------
- Chapter [1]: Important Notices
- ------------------------------
- [1-1]: Copyright Notice and Distribution Restrictions
- =====================================================
- Command and Conquer is a trademark of Westwood Studios Inc, and is so
- acknowledged. Any trademarks not mentioned here are still acknowledged.
- GDI and NOD logo graphics (c) 1995 by Westwood Studios Inc.
-
- This program is Copyright (c) 1996 Andrew Griffin. All rights reserved.
-
- You are granted the right to freely distribute this program (and its
- associated files) with the following restrictions:
- I. It (and its associated files) may not be included in cdrom
- compilations or on magazine cover disks without the express
- permission of the author.
- II. That no charge be made for the copying or distribution of this
- program and its data files (beyond normal and reasonable access
- charges).
- III. That no changes be made to any of these files.
-
- If you would like the right to include this program and its files on a
- cdrom compilation or magazine cover disk, write to the author at
- "buggy@adam.com.au" on the Internet. If this address bounces, visit the
- WWW page mentioned in section [2-3] where you will find my current email
- address.
-
- Please note that CCEdit is no longer considered freeware, and that
- versions prior to v2 are no longer supported. See section [9] for details.
-
- [1-2]: Warnings
- ===============
- ********************************************
- ********* THIS IS REALLY IMPORTANT *********
- ********************************************
-
- * This program makes changes to the file: game.dat. This file is
- required to play Command and Conquer. You may feel safer if you
- make a backup copy of this file.
-
- * You use this program at your own risk. If anything happens as a
- result of you using this product, I am in no way accountable for
- any damage caused.
-
- * I do not guarantee that this program will work on your system. It
- works on mine, that is all I can say.
-
-
- ---------------------------------------------
- CHAPTER [2]: CCEdit v2 Requirements and Files
- ---------------------------------------------
- [2-1]: Hardware requirements
- ============================
- CCEdit v2 is now fully graphical. To run it, you need the following hardware:
- - a 386 or better CPU
- - a microsoft compatible mouse driver loaded
- - 512K or more of memory on your video card
- - a VESA compatible video card (capable of 640x480 256 colour mode)
-
- It is recommended that you have at least 800K of XMS memory available
- when using this program, as CCEdit will be able to make use of this memory
- which will result in faster screen redraws in certain parts of the program.
- You will also need at least 3 XMS handles available (the default number
- of handles for himem.sys is 32, so you should have no problem here).
-
- [2-2]: CCEdit data files
- ========================
- In order to use CCEdit v2, you must have a ccedit.dat file. This is
- the file that tells CCEdit what it can edit, and how. Without this
- file, you will be unable to use CCEdit.
-
- There are a number of different ccedit.dat files for one reason: so
- that this program can be used with any version of Command and Conquer.
- When a new patch for Command and Conquer is released, the offsets for
- the values being edited change, which requires a new ccedit.dat file.
- Each ccedit.dat file will only work with one version of Command and
- Conquer.
-
- The program checks whether your version of the ccedit.dat is compatible
- with your version of Command and Conquer, and tells you if it isn't. If
- your version of the ccedit.dat file is incorrect for your version of
- Command and Conquer, then you need a new ccedit.dat file.
-
- [2-3]: Getting new data files
- =============================
- If you have an incorrect version of the ccedit.dat file for your version
- of Command and Conquer, you can obtain the correct version of this
- file by going to one of the Official CCEdit WWW pages at:
-
- http://www.isl.net/~mohit/ccedit
- http://wellness.uwsp.edu/other/agriffin/
-
- You can also visit my personal homepage at
-
- http://adam.com.au/~buggy
-
- although this site is slower than the other sites, and might not exist
- if I change access providers.
-
- These pages contain all the CCEdit v2 files.
-
- They also contain my current email address (in case I change my present
- address).
-
- If there is a version of Command and Conquer that I have not created a
- ccedit.dat file for, please email me at "buggy@adam.com.au" and I
- will see what I can do.
-
- However, I will not be doing versions for either the 1.08 or 1.10 patch
- versions for the English language version of Command and Conquer as these
- were not official Westwood patches. At no point will I knowingly create a
- ccedit.dat file for any pirate version of Command and Conquer. This is a
- great game, and Westwood deserves their money. Do not use this program
- unless you have bought Command and Conquer.
-
-
- ---------------------------------
- CHAPTER [3]: How To Use CCEdit v2
- ---------------------------------
- [3-1]: Starting the program
- ===========================
- The program and data files are distributed as zip files, so you must
- first unzip those files (using a program like pkunzip) into your
- Command and Conquer directory.
-
- Please make sure that you have a ccedit.dat file, and the hardware
- requirements to run this program.
-
- To the DOS prompt, simply type in: ccedit
- and press return.
-
- There will be a brief pause during which time the screen will stay dark,
- and if everything went correctly, the title screen will be displayed.
- Press any key on the keyboard or click the mouse to get rid of this
- title page.
-
- You should now be displayed with the main menu.
-
- [3-2]: Keyboard shortcuts
- =========================
- For those of you who feel more at home using the keyboard than the mouse,
- I have added in as many keyboard shortcuts as I was able to. This lets
- you move around the menus faster.
-
- Whenever you see a button marked 'Yes', you can either press the 'y'
- key, or the 'Enter' key to select this button. Whenever you see a button
- marked 'No', you can press the 'n' key to select this button.
- [3-2-1]: Main menu shortcuts
- ----------------------------
- On this screen you have access to the following keyboard commands:
- 'i' Takes you to the Infantry screen.
- 'v' Takes you to the Vehicles screen.
- 'b' Takes you to the Buildings screen.
- 'a' Takes you to the Aircraft screen.
- 'e' Exits the program.
- 's' Has the same effect as clicking on the Save All button.
- 'd' Has the same effect as clicking on the Default All button.
- 'u' Has the same effect as clicking on the Use Patch button.
- 'm' Has the same effect as clicking on the Make Patch button.
- [3-2-2]: Secondary menu shortcuts
- ---------------------------------
- The available keyboard commands are the same regardless of whether you
- are in the Infantry, Vehicle, Building or Aircraft secondary menus. The
- available keyboard commands are:
- 's' Has the same effect as clicking on the Save button.
- 'd' Has the same effect as clicking on the Def button.
- ESC Has the same effect as clicking on the Close button.
- TAB Selects the next unit/building for editing (this wraps around when
- moving from the last unit/building).
- Shift-TAB
- Selects the previous unit/building for editing (this wraps around
- when moving from the first unit/building).
- Up Arrow
- Has the same effect as Shift-TAB.
- Down Arrow
- Has the same effect as TAB.
-
- [3-3]: Mouse actions
- ====================
- Whenever I mention clicking on something, it always means clicking on
- it with the left mouse button.
- Whenever you see a white word, clicking on that will do something,
- such as change a value, bring up a list, or switch screens.
- [3-3-1]: Main menu actions
- --------------------------
- Clicking on the word 'Infantry' will take you to the Infantry screen.
- Clicking on the word 'Vehicles' will take you to the Vehicles screen.
- Clicking on the word 'Buildings' will take you to the Buildings screen.
- Clicking on the word 'Aircraft' will take you to the Aircraft screen.
- Clicking on any part of 'Exit Program' will exit this program.
-
- See section [3-5] for the effects of clicking on the buttons on the
- right side of the screen.
- [3-3-2]: Secondary menu actions
- -------------------------------
- When you are in one of the secondary screens (Infantry, Vehicles,
- Buildings, or Aircraft), clicking on the name of the unit/building on
- the left hand side of the screen will make that unit/building the
- current unit/building being edited.
-
- See section [3-5] for the effects of clicking on the buttons on the
- bottom of the screen.
-
- There are 3 buttons next to each numerical value in the top right
- section of the screen. The first (and largest) button will pop up
- an input box (see [3-4-1] for dealing with input boxes). The next
- two buttons are Minus and Plus buttons respectively (see [3-4-3] for
- dealing with these buttons).
-
- Depending upon which secondary screen you are on, there will be a number
- of different values which you can click on to bring up lists, or change
- values.
-
- See section [3-4-2] for dealing with lists.
- Infantry Screen
- ---------------
- Clicking on the weapon of the current unit will bring up a list of
- available weapons.
- Clicking on the owner of the current unit will bring up a list of
- available owners.
- Clicking on the tech level of the current unit will bring up a list
- of available tech levels.
- Vehicle Screen
- --------------
- Clicking on the primary weapon of the current unit will bring up a list
- of available weapons.
- Clicking on the secondary weapon of the current unit will bring up a
- list of available weapons.
- Clicking on the owner of the current unit will bring up a list of
- available owners.
- Clicking on the tech level of the current unit will bring up a list
- of available tech levels.
- Clicking on the armour of the current unit will bring up a list of
- available armour levels.
-
- There are also a number of switches which are either in an 'On' or 'Off'
- state (or 'Yes' and 'No' for Display Graphics). If you click on these
- words, you will switch their value (from 'On' to 'Off' and vice versa).
- These switches are for: stealth ability, double firing ability,
- invulnerability, and display graphics.
- Building Screen
- ---------------
- Clicking on the weapon of the current building will bring up a list
- of available weapons.
- Clicking on the owner of the current building will bring up a list of
- available owners.
- Clicking on the tech level of the current building will bring up a list
- of available tech levels.
- Clicking on the armour of the current building will bring up a list of
- available armour levels.
- Clicking on what this building can create will bring up a list of
- available construction types.
-
- There are also two switches which are either in an 'On' or 'Off' state.
- If you click on these, you will switch their value (from 'On' to 'Off'
- and vice versa). These switches are for: double firing ability, and
- invulnerability.
- Aircraft Screen
- ---------------
- Clicking on the primary weapon of the current unit will bring up a list
- of available weapons.
- Clicking on the owner of the current unit will bring up a list of
- available owners.
- Clicking on the tech level of the current unit will bring up a list
- of available tech levels.
- Clicking on the armour of the current unit will bring up a list of
- available armour levels.
-
- There are also three switches which are either in an 'On' or 'Off'
- state. If you click on these, you will switch their value (from 'On'
- to 'Off' and vice versa). These switches are for: invulnerability,
- transport ability, and whether the aircraft has a set of rotor blades.
-
- [3-4]: Changing the values
- ==========================
- There are 3 different ways to change the values available for editing
- (apart from the 'On'/'Off' switch). These are through input boxes,
- lists and plus/minus buttons
- [3-4-1]: Input boxes
- --------------------
- There are two types of input boxes: those for numerical data, and
- those for text data. If you want specific information on boxes dealing
- with text data, see Make Patch button (secion [3-5-4]).
-
- There are 3 parts to an Input box: the value being edited, a Cancel button
- and an Accept button. The Cancel button is the small button in the upper
- left corner. The Accept button is the OK button in the lower right corner.
-
- You use the keyboard to enter the value you want that variable to have.
- Use the backspace or delete keys to erase the current data, and type in
- the new value. For numerical boxes, only the keys 0-9 will be accepted as
- valid.
-
- If you enter a value which is large than the acceptable maximum for that
- variable, it will be reduced to the maximum allowable.
-
- Instead of clicking on the Cancel button, you may also press the Escape
- key on your keyboard to get rid of the input box with no changes being
- made. Likewise, you can press the Enter key on your keyboard instead of
- clicking on the Accept button.
- [3-4-2]: Lists
- --------------
- Once you have brought up a list, there are a couple of ways to exit it.
-
- The first is to press the Escape key on your keyboard. This gets rid
- of the list with no change to the value. You can also press your right
- mouse button, which has the same effect as pressing the Escape key.
-
- The other way is to click on one of the available values, which gets
- rid of the list, and changes the value of the variable being edited.
- Please note that a couple of values on the ownership and tech level
- lists are not available (such as those which show up an Not Applicable)
- as these are outside of the useful values.
- [3-4-3]: Plus and Minus Buttons
- -------------------------------
- There are two versions of these buttons.
-
- The first is found only when editing the visual radius of a unit/building.
- This type will stay depressed and not increase in value for as long as
- you hold down the mouse button (and the mouse cursor is over the
- particular button). This was done because the small range of the
- visual radius (maximum of 10) needed a way for very slow changes to be
- made.
-
- The second variety of these buttons increses the value of the variable
- constrantly, for as long as the button is depressed. This allows for a
- much faster increment/decrement of the value. The amount that the variable
- is changed by depends on the maximum value of that variable. Those that
- have a low value (127 or 255) are increased/decresed in steps of 1. Those
- that have a much larger maximum value are increased/decreased in steps of
- 5 (except for the power required variable for the Temple of Nod, the
- Advanced Communication Centre and Obelisk of Light, which have a step
- value of 1).
-
- [3-5]: Button Actions
- =====================
- There are a number of different buttons in CCEdit, each of which does
- something different when clicked. These buttons are:
- [3-5-1]: Save All button
- ------------------------
- When this button is clicked, CCEdit writes all editable values to the
- game.dat file. It is especially useful when using a patch file or using
- the Default All button.
- [3-5-2]: Default All button
- ---------------------------
- When this button is clicked, all values in memory are changed to the
- default values of Command and Conquer. Please remember that these changes
- only affect the values in memory - you must still save them to the
- game.dat file (using the Save All button).
-
- As a precaution, you are asked whether you are sure you want to change
- all the values to their original values. This is to stop you from losing
- all your work if you hit this button by accident.
-
- Also, please note that the price of the Gun Turret was increased to $600
- from its original price in the 1.18 patch. The default price for the
- gun turret remains at $250 for the 1.07 versions of the ccedit.dat file
- but has been increased to $600 for the later versions.
- [3-5-3]: Use Patch button
- -------------------------
- When this button is clicked, you are shown a list of available patch
- files that were created with CCEdit v2 (note that those patches created
- with the cc-p program distributed with the v1.5 version of CCEdit are
- not usable by this program).
-
- A maximum of 77 patch files can be displayed. If you have more than 77
- patch files, then only the first 77 will be displayed. These files are
- sorted in the order they were created, with the oldest appearing first.
- If you click on the name of one of the patch files, the values in memory
- are changed. If you want to make these changes permanent, you need to
- save them to the game.dat file. Do this using the Save All button.
-
- If there are no available patch files in the current directory, you are
- told of this fact. Click on the OK button to get rid of this message.
- [3-5-4]: Make Patch button
- --------------------------
- When this button is clicked, it will attempt to create a patch file of
- the current values that can be edited by CCEdit. These values are those
- that are currently in memory, not those that have been saved to the
- game.dat file.
-
- You are first asked to give the new patch file a name (the default is
- newpatch). Do not give it an extension, as it is automatically given
- the extension .pat (this is required for the Use Patch function). Please
- note that only lower case letters and numerals are accepted, in an
- attempt to prevent invalid file names being created. The file name
- given can have a maximum of 8 letters (to fit in wth DOS's 8.3 file
- naming system).
-
- If you have changed your mind and no longer wish to create a patch
- file, click on the little button in the upper left corner of this input
- box. The process will be aborted. You can also press the Escape key
- on your keyboard to abort this process.
-
- Once you are happy with the name, click on the OK button in the lower
- right corner of this input box, or press Enter on your keyboard.
-
- If the named patch file already exists, you will be asked whether you
- want to overwrite it. If you do, press the Yes button. If you do not
- want this file to be overwritten, press the No button, the process
- will be aborted.
- [3-5-5]: Reload All button
- --------------------------
- When clicked, CCEdit refreshes all the editable values with those that
- are in the game.dat file. This gets rid of any and all changes you have
- made since the last time you saved your work. Because of this, you are
- first asked whether you really want to do this. Click on the Yes button
- (or press Enter on your keyboard) if you want to do this. Click on the
- No button (or press Escape on your keyboard) if you don't want to refresh
- all the values.
- [3-5-6]: Save button
- --------------------
- If this button is clicked, the values for the current unit/building
- will be written to the game.dat file. No other information will be
- written to the file (the values for the other units/buildings will
- not be written out).
- [3-5-7]: Def button
- -------------------
- If this button is clicked, the values for the current unit/building
- will be reset to their default values. Other units/buildings are not
- affected. Note that this change is not written to the game.dat file,
- but just affects the values in memory. You must still write them to
- the game.dat file (using either the Save All or Save button).
-
- Also, please note that the price of the Gun Turret was increased to $600
- from its original price in the 1.18 patch. The default price for the
- gun turret remains at $250 for the 1.07 versions of the ccedit.dat file
- but has been increased to $600 for the later versions.
- [3-5-8]: Reload button
- ----------------------
- When this button is clicked, CCEdit re-reads all the values for the
- current unit/building from the game.dat file. This will get rid of any
- changes you have made to that unit/building since the last time you
- saved your work. It has no effect on any other unit/building, just the
- one currently being displayed.
- [3-5-9]: Close button
- ---------------------
- Clicking on this button simply takes you back to the main menu, whether
- you were in a secondary screen or the Use Patch screen.
-
-
- ------------------------
- CHAPTER [4]: Patch Files
- ------------------------
- [4-1]: What is a patch file?
- ============================
- A patch file is a small file (about 3K) that contains all the values
- that can be edited by CCEdit v2. It is independent of the versions of
- Command and Conquer used to create it, so there is no problem with, say,
- creating a patch file from a 1.19 version of Command and Conquer and
- then using it with the German 1.07 version of Command and Conquer.
-
- [4-2]: Why do I need a patch file?
- ==================================
- The main reason why you would want to create a patch file is so you can
- create a customised version of Command and Conquer. You might have a
- particular set of values that you enjoy using, and instead of having
- to set these values by hand, all you need to do is create a patch file
- containing these values.
-
- This is especially useful when you play multiplayer games. If you wish
- to play a multiplayer game of Command and Conquer but use values
- different from those that Westwood decided upon, you need to make sure
- that all the players have the same values in their game.dat file,
- otherwise you will get a synch error (see [4-2-1]). With a patch file
- you can just give your opponent the small patch file, have them apply
- that, and your files will (should) be identical and you should have
- no problems.
- [4-2-1]: Synch errors
- ---------------------
- If you use this program and play multiplayer games of Command and Conquer,
- you must make sure that all people in the multiplayer game have the same
- values, otherwise you will get a synch error and will be kicked out of
- the game. Westwood programmed it this way, so make sure that you have the
- values correct. You should not attempt to cheat in multiplayer games by
- using this program.
-
- There are some other occasions which can cause synch errors, but as these
- circumstances have nothing to do with using CCEdit, I won't mention them
- here.
-
- [4-3]: Using and making patch files
- ===================================
- See sections [3-5-3] and [3-5-4] on how to create and use patch files.
-
-
- ----------------------------------------------
- CHAPTER [5]: Unit and Building Characterisitcs
- ----------------------------------------------
- There are certain characteristics which will only take effect at the
- beginning of a level, or when a new unit of that type is produced. The
- way around this is just to restart the level. From memory, this includes
- stealth ability, hit points, and ownership (there are probably others).
-
- There are some maximum values that I am not 100% sure about (such as
- maximum power required), but in these cases I decided to be safe rather
- than sorry (likewise the maximum of 32K for hit points).
- [5-1]: Speed
- ============
- Units all have a maximum speed of 127 (this is very fast - the recon bike
- has speed 40 normally). However, there are a few problems with setting
- the speed high that you should know about.
-
- Infantry units behave very wierdly when given speed values above about
- 30. Their movement becomes increasingly jerky, and eventually it will
- appear that there are 3 units where there should only be one, and at this
- stage that unit becomes very difficult to move around. It is recommended
- that you keep infantry speed below 30.
-
- Air units (mainly orca and apache) also behave strangely when given
- extremely high speed values. Sometimes they will simply refuse to land
- on a helipad, even thuogh there are no other helicopters trying to land
- there. This can get extremely frustrating. I don't know of an exact value
- at which this begins to occur.
-
- Decreasing the speed of the A-10 means that it drops its bombs in a much
- smaller area, but also makes it much easier to kill with defensive
- missiles. Increasing the speed of the A-10 increases the area over which
- it will drop its bombs.
-
- [5-2]: Armour Thickness
- =======================
- There are 5 levels of armour available to be placed on your vehicles or
- buildings. These increase in strength ranging from 1 (the weakest) to 5
- (virtually indestructible). No unit in the game has a natural armour value
- greater than type 3, so I'm not 100% sure whether types 4 and 5 are
- completely legal. Nevertheless, they work and don't cause Command and
- Conquer to crash.
-
- [5-3]: Secondary Weapon
- =======================
- Only one unit (the mammoth tank) comes with a secondary weapon by default,
- but this allows you to give secondary weapons to all vehicles. However,
- they operate in a manner which is different to the primary weapons.
-
- For those vehicles which have turrets, the secondary weapon is fired when
- the turret turns around to fire at a new opponent. For vehicles which
- do not have turrets, the story is a little different, and more complex.
-
- When vehicles do not have a turret and are given secondary weapons, they
- will fire their primary weapons when in a direct line (horizontally or
- vertically) to their opponent. When not in a straight line, they will fire
- their secondary weapon to attack ther opponent.
-
- When giving a unit a secondary weapons which has a longer range than its
- primary weapon, that unit will begin to attack enemy units with its
- secondary weapon whenever an enemy unit comes within range of that weapon.
-
- [5-4]: Primary Weapon
- =====================
- This is the weapon that the unit/building attacks with, and there are only
- a few things that you should be aware of.
-
- If you give a unit/building (except for the Obelisk) the laser, then
- whenever that unit/building fires its weapon, there will be no graphic
- associated with the weapon discharge. The sound effect is still there
- however. I haven't found out why this is happening.
-
- Putting the napalm bomb on anything other than the A-10 is a pretty
- pointless excercise, as the bomb falls straight down on the square from
- which it was launched. While this does not damage the unit firing the
- bomb, it also doesn't do much (if any) damage to surrounding units.
- However, giving infantry napalm bombs is definitely interesting when they
- are in large groups.
-
- [5-5]: Owner
- ============
- The ownership variable is set to determine which side (GDI, NOD, both, or
- neither) can build that particular unit/building. Remember that some
- units/buildings do have pre-requisites (check out Westwood's FAQ) before
- they can be built, so those pre-requisites must also be set (eg. grenadiers
- require a barracks - they cannot be built with just a hand of nod).
-
- Please note that there is no known way of producing the dinosaurs,
- viceroids, hovercraft, A-10, gunboat and transport plane so changing the
- ownership on these items is a pointless exercise.
-
- Also note that in single player mode, that the computer will continue to
- rebuild its buildings even if they are marked as 'Cannot be built'. This
- only affects the human player in single player mode.
-
- [5-6]: Power Required
- =====================
- This is the amount of power that a building drains from the available
- power supply. Only the Temple of Nod, Advanced Communication Centre and
- Obelisk of Light can have a required power value of greater than 127.
- These three structures can have a maximum power requirement of 32,766.
-
- The minimum power requirement is 0.
-
- [5-7]: Power Produced
- =====================
- This is the amount of power that this type of building contributes to
- the power pool. Only the Advanced Power Plant can produce more than
- 255 units of power. The Advanced Power Plant can produce 32,766 units
- of power.
-
- The minimum power produced is 0.
-
- [5-8]: Cost
- ===========
- Most units/buildings have a maximum cost of 32,766, but there are a
- few exceptions that you should know about.
-
- The minigunner has a maximum cost of 255. The walls and fences have a
- maximum cost of 255. The dinosaurs also have a maximum cost of 255,
- although it is probably better to leave their cost unchanged.
-
- The minimum cost (except for the dinosaurs) is 1.
-
- [5-9]: Visual Radius
- ====================
- This determines how many black squares of the map are cleared when a
- unit moves into range, or when a structure is built. Remember, it is
- a radius, so this amount is cleared on all sides.
-
- There is a maximum value of 10 for the radius.
-
- If you give a unit a large radius (such as 10), what occasionally
- happens when that unit unloads from a transport helicopter or
- hovercraft is that some part of the map near the unit that should have
- been uncovered will remain black. Simply move that unit (or another)
- to uncover the dark area. It seems as though the black is removed from
- the edge of the visual radius rather than from all squares covered by
- that unit's vision.
-
- [5-10]: Hit Points
- ==================
- There are three classes of hit points: light unit, heavy unit and
- building.
-
- Light units all have a maximum hit point value of 127. These units are:
- all forms of infantry, the stealth tank, mobile HQ, SSM, artillery,
- rocket launcher, and all aircraft.
-
- The heavy units all have a maximum hit point value of 32,766. These units
- are the remaining vehicles.
-
- Buildings are different again. They have a maximum hit point value of
- 16,382. If they have a value greater than this, then they fail to build
- correctly.
-
- Please note that the walls have a maximum hit point value of 255, but
- editing their hit points does not make them stronger.
-
- If you have increased the maximum hit point value of a unit and load
- up a savegame in which these units already exist, then these units
- will appear to be damaged as the hit points they currently have is less
- than the new maximum. They still have the same amount of hit points as
- before, but will appear to be injured.
-
- [5-11]: Weapon Payload
- ======================
- This changes the amount of ammunition that the aircraft carry. Increasing
- it means that the aircraft can stay out longer without needing to rearm
- itself. Changing the payload of the A-10 will increase the length of its
- bombing path (it does not turn back for another pass over the target until
- it has dropped all of its bombs). The A-10 will drop a number of bombs
- (or other weapon) equal to three times this number.
-
- Please note that the rearming rate of the helipad is constant, so
- completely rearming a helicopter which carried 127 missiles will take a
- very long time.
-
- The maximum allowable payload is 127.
-
- [5-12]: Invulnerability
- =======================
- When turned on, this unit/building type cannot be hurt in any way.
-
- However, buildings can still be captured by engineers, but cannot be
- blown up by commandos.
-
- [5-13]: Construction Type
- =========================
- This determines what a certain structure type allows you to build. There
- are a few things that you shuold know about this, however.
-
- In all cases, having multiple structures that have the same construction
- type (ie multiple barracks) decreases the time needed to build that
- unit/building.
-
- While setting a building other than the barracks or hand of nod to have
- the ability to build infantry will decrease the time needed to produce
- infantry units, they cannot be built FROM structures other than barracks
- or hand of nods. What i mean by this is that although, say, a power plant
- can give you the ability to build infantry units, if you just have a
- power plant and no barracks/hand of nod, then any infantry which you
- build will not appear. They will not emerge from buildings other than
- the barrack or hand of nod.
-
- Likewise for the building of vehicles. Vehicles will only emerge/be
- delivered from weapons factories and Runway Delivery Systems. They will
- not emerge from other buildings.
-
- Fortunately, any type of building with the ability to build structures
- will be able to place down newly built structures.
-
- [5-14]: Double Fire Ability
- ===========================
- When on, this ability causes the unit/building to fire its weapon twice
- instead of once. This also affects the seondary weapon, it the unit has
- one.
-
- Note that if the unit/building kills its opponent with the first of its
- shots (and there was a delay before the second fired), the next time it
- attacks, it will use the shot that remains from this interrupted firing
- pair. So, there will be a single shot, the reloading delay, and then it
- will resume is double firing pattern.
-
- I think that when the obelisk has its double firing ability set, that
- when it attacks an opponent, it fires both lasers at the same time,
- rather than having a delay between attacks. At least, that is what I
- make of it.
-
- [5-15]: Rotor Blades
- ====================
- I added this purely for fun, it just alters the graphics of the aircraft
- a little and has no othe impact on the game. You can give a set of rotor
- blades to any of the aircraft, or take them away from those aircraft
- (the apache and chinook) that already have a set.
-
- [5-16]: Transport Ability
- =========================
- This ability allows an aircraft to carry infantry (or, in the case
- of the transport plane, to deliver the newly created vehicles to the
- Runway Delivery System).
-
- When set for the orca and apache, the display showing how many infantry
- units it is carrying replaces the display showing how much ammunition
- it still has.
-
- An important note when giving the apache the transport ability is that
- when an infantry unit gets on and gets off, the graphics stuff up in
- a really big way. Don't worry about this, it doesn't seem to affect the
- game at all. The graphics will return to normal once the apache takes
- off again.
-
- It is important to note that if the transport plane does not have the
- transport ability turned On, then it will be unable to deliver units
- to the Runway Delivery System. This means that Nod will be unable to
- build new vehicles. Any money spent on undelivered vehicles is just
- wasted.
-
- [5-17]: Draw Graphics
- =====================
- Added so that you can see the dinosaur units (you need to play a mission
- that has some dinosaur units in it to see them).
-
- Please note that this is not the same as the stealth ability. These units
- are treated as though they are completely visible by opposition units,
- and will be attacked when they come in range. It is mainly a disadvantage
- for human palyers.
-
- When a unit doesn't have its graphics being drawn, the status bar showing
- how much health it has left is also not drawn. The only way to tell if
- you have selected an undrawn unit is through sound.
-
- When a unit dies however, you do see their death graphic.
-
- [5-18]: Tech Levels
- ===================
- This only affects multiplayer games, it has no effect on what you can
- build in single player games. Remember that some units/buildings have
- pre-requisites, so use your head when changing the tech levels. eg. making
- orcas and apaches tech level 3 is useless if helipads are still tech level
- 6.
-
- When it says that the tech level is Not Applicable, it just means that the
- default value of the tech level is outside the normal 1-7 range.
-
- [5-19]: Turning Speed
- =====================
- This determines how fast a unit (vehicle or aircraft) will be able to
- change direction. The higher this number, the faster it will be able to
- change directions.
-
- You may experience some control problems if you give a vehicle both a
- high Speed and high Turning Speed (it will occasionally go running off in
- another direction, especially if it has a secondary weapon).
-
- [5-20]: Tiberium Capacity
- =========================
- This reflects how much tiberium a buildings can store. Only the refinery
- and silo can store more than 127 units of tiberium. These two structures
- can store up to 32K of tiberium.
-
- While it may seem that the refinery/silo is full (all the boxes have turned
- green), they will continue to store tiberium until their new limit has been
- reached. It seems that a box represents a set amount of tiberium stored.
- Just wait until you get the 'Silos needed' message.
-
- [5-21]: First Build Level
- =========================
- This is a very useful variable. It determines in which level of the game
- this unit/building can first be built by the human player. It is a level
- common to both the GDI and NOD mission levels (eg. setting Repair Bays
- as a level 14 building means that GDI will be able to first build them
- in the 14 mission, but NOD will never be able to build them [as there are
- only 13 missions in the NOD sequence]).
-
- Remember that some buildings have pre-requisites (eg. the Advanced
- Communications Centre needs the Communications Centre to be built first),
- so you will need to make sure that these pre-requisites are of the same or
- lower level.
-
- It is doubtful that building the Temple of Nod early will give you access
- to the nuclear missile, as you still have to collect the three steel crates
- before gaining access to this missile.
-
- However, if you build the Advanced Communications Centre early, you do get
- access to the Ion Cannon.
-
- [5-22]: Unit Can Be Selected
- ============================
- When set to On, this aircraft can be selected. When Off, you are not able
- to select the unit, and hence are not able to move it around. See section
- [6-3] for details about how to use this in a useful way.
-
- [5-23]: Enemies Will Attack Unit
- ================================
- This is the variable that allows the Nod transport plane to fly in new
- vehicles without being attacked by any missile troops. If you want the
- current aircraft to get attacked by missile troops (and by ground forces
- when it lands), set this to Off. If you do not want these troops to attack
- this aircraft, set it to On.
-
- One thing to note is that while SAM sites will not attack a unit (I used
- an orca) that is attacking it and has this variable set to On, a bazooka
- infantry unit will attack any aircraft that attacks it, even if it has
- this variable set to On. It is likely (but untested by me) that vehicles
- will attack units that attack them (if possible), regardless of this
- variable, but structures will not.
-
- [5-24]: Aircraft Cannot Land
- ============================
- If this is set to On, then this aircraft will not be able to land on the
- ground. It will seem to 'float', and you will not be able to move it, even
- if you are able to select it.
-
- It Off, then the aircraft will be able to land, just like the normal
- helicopters.
-
- Please note that if you set this to Off for the Transport Plane in a
- single player game and the computer is NOD, then it will be able to drop
- its newly bought vehicles anywhere on the map, not just where its runway
- it. This lets it bring new vehicles directly to the front line of the
- battle. See section [6-3] for details on how to use this in a useful way.
-
- Also, if you set this to On for the A10, then it will have problems using
- its napalm bombs in the correct way. Instead of flying over the target,
- it will attempt to attack the target like a helcopter, and so will drop
- its bombs well away from the intended target.
-
- [5-25]: Can Be Built
- ====================
- This flag determines whether that particular unit/structure can be built.
- It does affect what the computer can build, not just the human player.
- When On, this unit/structure can be built. When Off, it cannot be built.
-
- Using this flag, it becomes possilble to build the dinosaurs, viceroid,
- A10, transport plane, hovercraft and gunboat.
-
- ------------------------------------------------------------
- CHAPTER [6]: Supplementary Notes on Some Units and Buildings
- ------------------------------------------------------------
- [6-1]: Dinosaur Units
- =====================
- There are 4 dinosaur units in Command and Conquer (why? ask Westwood, not
- me). Normally, these units cannot be built, but there it is now possible
- to be able to produce these units.
-
- Firstly, set the Draw Graphics to On, so you can see these units once
- you build them.
-
- Now, set the Ownership to GDI, NOD or common.
-
- Lastly, set the Can Be Built variable to On.
-
- Now all you have to do is to set the level at which they will first
- appear (using the First Build Level variable). When you build the weapons
- factory or runway, you will be able to build and control them.
-
- However, their graphics are quite jerky, and are not very smooth when
- being moved around. Their death animations are nice, however. Also, they
- regenerate when eating infantry (not sure if this happens when eating
- vehicles).
-
- There is no little icon on the sidebar showing the dinosaur (you just get
- a blank square), suggesting that Westwood never intended you to be able
- to build them. You still get a name and price where there picture should
- be (when you move the mouse over the non-icon).
-
- [6-2]: Viceroids and Mobile HQ
- ==============================
- You'll see a viceroid occasionally in multiplayer games, but, like the
- dinosaurs, they are not normally able to be built. Just follow the same
- method as to get the dinosaurs buildable:
-
- Set the Ownership correctly, make them buildable, and then set the level
- at which they are first available to be built.
-
- Viceroids regerate when on tiberium.
-
- The mobile HQ only appears in multipalyer games where you are playing
- Capture the Flag with bases off. You should be able to build them by
- setting the first build level to an acceptable number.
-
- Be warned about the Mobile HQ: it one is destroyed, all of your vehicles
- and structures are blown up and you lose that mission. It is probably
- best not to built one :)
-
- [6-3]: A-10, Hovercraft, Gunboat, and Transport Plane
- =====================================================
- Being able to build the hovercraft and gunboat is not very useful as
- you can't really control them. The hovercraft just travels down the screen
- and disappears off the edge while the gunboat travels across the screen
- going left to right, and back again. It will attack any enemies it sees,
- and ignores the different terrain types, but as you need a weapons factory
- or runway to build one, it is likely that you will end up with gunboats
- strolling through your base.
-
- All you have to do is set the Can Be Built variable to On, and set the
- appropriate build level.
-
- You are also able to build the A10s and transport planes, but the method
- for building them is a little different (if you want to be able to control
- them as well).
-
- Firstly, you need to set the Can Be Built variable to On, and set the
- appropriate build level. Now, to control the A10 or transport plane, you
- must set the Unit Can Be Selected variable to On, and the Cannot Land
- cariable to On. You will now be able to build, select and move around these
- two units.
-
- However, it is important to note that these units will not behave and move
- in the same way as helicopters. The A10 will no longer be able to use its
- napaml bombs in the same way (even when called in by an airstrike).
-
- The transport plane has the ability to carry 5 infantry units (like the
- chinook), but when infantry units load into the transport plane, the
- graphics of the plane stuff up in a big way (like they do for the apache
- helicopter).
-
- Interestingly, the A10 and transport plane both have the appropriate icon
- on the sidebar, so assume that you would have been able to buy these units
- in an early (unreleased) version of Command and Conquer.
-
- [6-4]: Walls and Fences
- =======================
- Unfortunately, almost none of the values available for editing actually
- does anything. This is a real shame, and leads me to suspect that they
- are not treated as proper structures by Command and Conquer.
-
- The values that I know will do something are: cost, tech level, and
- probably ownership. Changing the first build level will also work.
-
- None of the others seem to do anything, but you are welcome to try your
- hardest.
-
- [6-5]: Multiplayer-Only Units
- =============================
- There are four units that you can only build in multplayer only games:
- the transport helicopter, the commando, the chemical warriors, and the SSM
- (surface to surface missile launcher). However, using First Build Level,
- you can make it so that you will be able to build these units in the single
- player game.
-
- Remember that these units do have pre-requisites before they can be built,
- so they will need to be built first (you may have to alter their first
- build level as well).
-
- ---------------------------------------
- CHAPTER [7]: Problems Running CCEdit v2
- ---------------------------------------
- This is the section to consult is you cannot get CCEdit v2 up and
- running properly when you should be able to.
-
- Hopefully no one will ever have to consult this section.
- [7-1]: Failure to initialise your grahpics card
- ===============================================
- If you get the following message:
- "CCedit was not able to initialise your graphics card for the
- desired resolution. Make sure that your card is able to operate
- in 640x480 256 colour mode. If you have a card that is 100%
- VESA compatible, then you should never get this message.
- You might like to try loading a graphics driver which should
- have been distributed with your graphics card."
- Then you are in a bit of trouble.
-
- What this means is that your graphics card is not 100% VESA compatible,
- and as such, is missing a few vital components that are needed by the
- graphics library I am using.
-
- What you should do is load up a VESA driver (which should have come
- with your system) and try again.
-
- If you are the owner of a pre-1995 designed Packard Bell system using
- the Headland Technologies graphics card and you have received this
- message, you should load up the HTVESA.COM driver which was supplied
- with your system and try again. It should now work. I don't have a
- Packard Bell system, but this solution was given to me by one of the
- beta testers.
-
- If you have tried loading up your VESA driver and it still doesn't
- work, then you are really out of luck. There is nothing I can do about
- your problem.
-
- Fortunately, this is unlikely to be a problem for the majority of
- people as nearly all cards are VESA compatible nowadays.
-
- [7-2]: Not enough memory on your graphics card
- ==============================================
- If you get the following message:
- "You graphics card has less than the required 512K of video memory
- required to put CCedit into its required graphics mode.
- CCedit cannot be run on a system with less than 512K of
- video memory."
- Then you are in serious trouble indeed.
-
- To be able to be work in the required video mode (640x480 256 colour
- mode), your graphics card needs at least 512K of memory. From this
- message it seems as though you have less than this amount. Other than
- buying a new video card, or putting more memory on it, there is
- no solution to this problem.
-
- If you are playing Command and Conquer on a system with this little
- video memory, it begs the question: Why?
-
- [7-3]: No Microsoft mouse driver detected
- =========================================
- If you get the message:
- "Unable to locate a Microsoft compatible mouse driver.
- Please make sure you have one loaded."
- Then CCEdit was not able to locate a Microsoft compatible mouse driver.
- You need to have such a mouse driver loaded before you can use this
- program. Do a bit of looking (or ask a friend), and you should be
- able to find a Microsoft compatible driver pretty easily.
-
- [7-4]: Setting video mode failed
- ================================
- If you get the message:
- "CCEdit failed when trying to put your system into 640x480 256 colour
- mode."
- Then I have no idea what is wrong.
-
- I put this in as a final check, but cannot envision a scenario in which
- it might occur. You should be able to set 640x480 256 colour mode on
- any SVGA video card, and your graphics card has the required amount of
- memory, and has been recognised, but for some reason you system has
- failed when being set to this video mode.
-
- I guess some sort of congratulations are in order for your system stuffing
- up in a very strange way.
-
- [7-5]: Error creating a patch file
- ==================================
- If you get the error:
- "An error occured while creating the patch file ..."
- then the following has occured.
-
- For some reason, CCEdit has been unable to create the patch file using
- the name you specified in the text box. You should not have been able
- to do this as only letters and numbers should have been accepted.
-
- A possible reason may be that your drive (or directory) cannot be written
- to, or that you don't have permission to write to this directory. Another
- possibility (very remote) is that no new files can be created due to
- some limit being reached.
-
- This area is a bit out of my depth in terms of the various technologies
- and their limitations. I've no idea what went wrong. You should not get
- this message if you entered a valid filename.
-
- [7-6]: Suspected XMS problems
- =============================
- If you suspect that CCEdit is having problems using XMS memory on your
- system (ther shuold be no reason why it would), then you can force
- CCEdit to not use XMS memory, even if there is enough for it to use.
- To do this, you start CCEdit using the command line:
-
- ccedit -noxms
-
- This forces CCEdit not to use XMS memory. You will notice a slowdown
- in some areas of screen updates when CCEdit doesn't use XMS memory. The
- screen updates will also not be as smooth as when CCEdit is using XMS
- memory.
-
- [7-7]: Unfreed XMS memory
- =========================
- I've tried to make CCEdit crash as gracefully as possible if it does
- bomb, but one problem you might get is that it is possible for the XMS
- memory not to be freed if CCEdit crashes badly. Hopefully this should
- never happen, and that I've done all the possible error checking, but
- you should know that if this happens, you will need to reboot your
- computer to get this XMS memory back again.
-
- This should NEVER happen.
-
- -------------------------------------
- CHAPTER [8]: Andrew's Stupid Quotes
- -------------------------------------
- Here are a couple of quotes from the CCEdit v1.5 documentation that
- obviously are no longer true :)
-
- "... This is the last version unless there is a serious bug in it. There
- will be NO FURTHER RELEASES!"
-
- And,
-
- "So You Want This in Graphics???
- -------------------------------
- HAHAHAHAHAHAHAHAHAHAHA!
- Never! You don't want to pay for this editor, I don't want to do any
- graphics. Its as simple as that. Text is more than adequate."
-
- Obviously this is no longer true (you're looking at the product of both
- of these promises being broken). I did update CCEdit (mainly because v1.19
- was released by Westwood), and this is the end product.
-
-
- --------------------------------------------
- CHAPTER [9]: Last Minute Notices and Thanks
- --------------------------------------------
- I was going to make this a shareware editor and ask for a $15 donation,
- but at the last minute decided to make it a $0 donation. If you do wish
- to send some money over in appreciation for this program, email me and
- I will supply you with my postal address. Please note that this program
- is NOT freeware, just shareware that doesn't cost anything to register.
-
- I've tried to make these notes as comprehensive as possible, and have
- tried to get all the bugs out of the program. If you find a bug in this
- program, please let me know.
-
- It goes without saying that Seth E. Williams (PatryMan42@aol.com) deserves
- huge wraps for his great work on the title page.
-
- I'd like to send a thanks to the people who took part in the beta test
- of this product. They are responsible for the final look-and-feel of
- this product.
-
- I'd also like to send a big thank you to the various people who gave CCEdit
- a permanent home on the WWW:
- Mohit Dewan (and the InfoNet ISP for providing the webspace),
- and George Heeres (for providing the uwsp webspace).
-
- Remember, don't ask for the source code to CCEdit (any version). I just
- delete email that asks for the source code, no matter the quality of the
- rest of the post.
-
- And on a long chance: if you are a computing firm in Adelaide, I'll be
- finishing my computer science degree this year. Any and all offers of job
- interviews are warmly received, and happily accepted.
-
-
- Thank you,
-
- Andrew Griffin
-