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- C&C AI Editor (The Fan - s2lee@jupiter.scs.ryerson.ca)
- ------------------------------------------------------
-
- Usage: EDITINI {input}
- The saved output file is named TEXT.INI
- (input file is optional)
-
- This is an AI editor for Command & Conquer (quite simple but handy!).
-
- This editor helps the user to create the "AI" of the game but you should
- read below just to get to know what's going on because you need to have some
- background on this stuff. Not for the totally unexperienced this editor is
- just to provide some relief to the people who wanna create a good mission.
- So they don't have to refer to actions or events written on paper etc.
-
- Things that this editor can do
- ------------------------------
- Create entries for following
- [Teamtypes]
- [Waypoints]
- [Triggers]
- [CellTriggers]
-
- The [Teamtypes] section is the designation of teams to be created, reinforced
- etc. depending on the [Triggers]. This is where you select the type of
- units and what it will do next.
- An example of a Teamtypes entry would be:
- attack1=Goodguy,x,x,x,x,x,x,x,x,TRAN:1,MCV:1,MTNK:3,UNLOAD:waypoint
- (where x is not important - i calculate them all for you)
- What this means a Chinook would carry an MCV and 3 medium tanks and unload
- them at Waypoint whatever.
-
- The [Waypoints] section is the actual location on a 64 x 64 matrix map.
- (It is actually 62 x 62 because the of the "border" but nevertheless the cell
- location would be from 65 - 4030.
- Example of a waypoint entry would be:
- 10=2909 means Waypoint #10 is cell location 2909 in the map
-
- The [Triggers] section would be responsible for creating the units or doing an
- action from the [Teamtypes] section.
- An example of a Trigger entry would be:
- trig1=Time,Reinforce.,10,Goodguy,attack1
- This trig1 would activate once after 10 time units have gone back and
- would bring in the attack1 teamtype (as a reinforcement to GDI).
-
- The [CellTriggers] section is described as "When a unit steps on the cell
- location xxxx activate Trigger blahblah.
- An example would be:
- 2909=gimme (where gimme gives you say some reinforcements)
- 3000=trig1 (when stepped on trig1 would execute once so in 10 units of time
- you'll get reinforcements of 3 med. tanks and a MCV)
-
- If you still don't know what's going on, just get an idea of the function
- of each section and then perhaps my program will help guide you to a better
- understanding.
-
- Well Good Luck!
-
- Please report any bugs to
-
- The Fan
- s2lee@jupiter.scs.ryerson.ca
-
- You may distribute freely without modifications to the program(s).
-
- Future considerations:
-
- * More efficient stack system
- * Ability to handle [BASES] and [Structures] so that you can select
- what the CPU can rebuild
- * Graphical interface (no time for it yet)
- Please email me for any suggestions.
-
- History & Revisions
- -------------------
- EDITINI v0.99
- - Initial bug test release
-
- EDITINI v1.00
- - Now displays in 43/50 column mode
- - Fixed some cosmetic displays (ie. Waypoint listings)
- - Fixed the [Teamtypes] vehicle selection to its proper listing
- - Updated the [Trigger] events with all the selections (ie Dropzones etc)
- - Hopefully this will hold out as a release
-
- EDITINI v1.0a
- - Corrected problem with random waypoint values when editing the
- teamtypes (when you have an existing waypoint it changed the number)
-
-
- Many thanx goes to Wayne M. McGee who probably spent more time debugging
- this program than I did.
-