home *** CD-ROM | disk | FTP | other *** search
- +++++++++++++++++++++++++++++++++++++++++++++++++++++
- | |
- | HOW TO CREATE YOUR OWN COMMAND & CONQUER MISSIONS |
- | |
- +++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- version 2.0 1-1996
- (C) 1996 Han Brunger
- e-mail j.brunger@a1.nl
-
- You are now reading version 2.0 of a manual which exactly describes
- how to create your very own missions for Command & Conquer!!!
- I wrote this manual because I noticed there are a lot of people who
- are trying to create new missions, but somehow have problems with it.
- So I guess it is some sort of FAQ but witout the questions.
-
- ========================
- What will you find here?
- ========================
- A detailed description of how to create a mission, step by step. But
- especially how to edit the INI-files. And how to make a mission
- playable.
-
- ============================
- What will you NOT find here?
- ============================
- Everything about creating maps. As there are several map editors, I am
- not gonna explain how they all work. Creating maps isn't that difficult
- after all.
-
- -----------------
- =================
- TABLE OF CONTENTS
- =================
- -----------------
-
- 1. Getting started
- 2. Editing the INI file
- 2.1 BASIC
- 2.2 MAP
- 2.3 GOODGUY,BADGUY,MULTI1-MULTI6
- 2.4 TERRAIN
- 2.5 OVERLAY
- 2.6 SMUDGE
- 2.7 WAYPOINTS
- 2.8 STRUCTURES
- 2.9 UNITS
- 2.10 INFANTRY
- 2.11 CELLTRIGGERS
- 2.12 TRIGGERS
- 2.13 TEAMTYPES
- 3. Examples
- 4. How to make your mission playable
- 5. Final notes
- 6. The 'Thanks to' chapter
-
- ===================
- 1. GETTING STARTED
- ===================
-
- There are several ways you can run C&C. Anyway, you need GENERAL.MIX to
- be on your harddisk. As you will have to test your 'beta-mission' often,
- you spend lots of time starting C&C time after time.
- So, I will now explain how to set up the fastest way of running it.
-
- First, install the game as usual. Then copy all the files from the root
- directory of the CD-ROM to that C&C directory. You can skip two files:
- SCORES.MIX and MOVIES.MIX. This way you won't hear the music and you won't
- see the great videos but it saves a mere 500 MB harddisk space!
- Having done that, you start the game like this:
- C&C -cdX
- were X is the path to your C&C directory. For example:
- C&C -cdc:\games\c&c
-
- Now we are ready to create!!!!!! I assume you all use some version of CCMAP
- and MIXMAN. Good. These are the only programs we need.
-
- Extract a MAP and INI file as described in the docs that came with Mixman.
- Depending on whether you want to create a new map or change an old one,
- use CCMAP to do this. See the docs for more information.
-
- After creating the map, you are going to need this manual badly.
-
- =======================
- 2. EDITING THE INI FILE
- =======================
- The INI file is a textfile which acts like a kind of script. Besides telling
- the game what is on the map, it also contains all the information about
- which things should at what time or action. It exists of several entries
- starting with a header between [ and ]. You don't have to delete any of
- them if you use CCMAP.
-
- I will now explain what's in those entries and how to change it correct.
- Some of you might find it look like a doc published by Andrew Griffin some
- months ago. Well, I did use his doc for mine but this one is much more
- complete.
-
- =========
- 2.1 BASIC
- =========
- This is all about the mission itself. You don't have to change this really
- but I will explain it after all.
-
- [BASIC]
- CarryOverCap=-1 1
- CarryOverMoney=10 2
- Intro=X 3
- Buildlevel=9 4
- Theme=No theme 5
- Percent=50 6
- Player=BadGuy 7
- Action=X 8
- Lose=X 9
- Win=X 10
- Brief=NOD9 11
-
- 1: no idea at all
- 2: amount of credits that the player takes over from the previous mission
- divided by 100. So 10 means 1000 credits.
- 3: Introduction-video. There are a lot of titles available but I guess you
- don't really want to change this. An X means no video.
- 4: Has to do with what stuff you can build but doesn't seem to affect it
- really.
- 5: Music playing
- 6: unknown
- 7: this side is controlled by the player
- GoodGuy=GDI
- BadGuy=Nod
- Neutral=Civilians
- If you say Player=Special, you can build stuff from both Nod AND GDI.
- 8: another video
- 9: video playing when you lose
- 10: video playing when you win
- 11: briefing video
-
- =======
- 2.2 MAP
- =======
- This part describes the map. It is best that you edit this first before using
- CCMAP. This way you can determine the size of the map.
-
- [MAP]
- Height=61 1
- Width=60 2
- X=2 3
- Y=1 4
- Theater=Winter 5
-
- 1: Height of the map (max 62)
- 2: Width of the map (max 62)
- 3: horizontal position of left corner of map
- 4: vertical position of left corner of map
- 5: graphics set: WINTER, DESERT, TEMPERATE
-
- Note: you should use a border of 1 cell width around your map which you leave
- empty. This is because the Antonov and A10's don't really fly off the map but
- get stuck at the border. If they fly by, you will still see them sticking at
- the border of the map. Funny thing is you still can shoot them!
-
- ====================================
- 2.3 GOODGUY , BADGUY , MULTI1-MULTI6
- ====================================
- These entries are all the same and say something about the different types of
- forces.
-
- [GoodGuy]
- FlagHome=0 1
- FlagLocation=0 2
- MaxBuilding=150 3
- MaxUnit=250 4
- Allies=GoodGuy 5
- Edge=South 6
- Credits=20 7
-
- 1: don't know
- 2: don't know
- 3: probably a limit to the number of buildings ?
- 4: probably a limit to the number of units ?
- 5: this says who the friends are. These guys won't attack you in battle. You
- can insert more than one side, example Allies=GoodGuy,Neutral
- 6: reinforcements (by hovercraft, chopper) will come from this direction
- 7: number of credits they start with divided by 100
-
- You see that there are some unknown things but they are not that important.
- The only things you should change are Allies, Egde and Credits.
-
- ===========
- 2.4 TERRAIN
- ===========
- You don't have to worry about this. CCMAP's got it all worked out.
-
- ===========
- 2.5 OVERLAY
- ===========
- You don't have to worry about this. CCMAP's got it all worked out.
-
- ==========
- 2.6 SMUDGE
- ==========
- Well, can't remember having seen any smudges in CCMAP! These are things like
- scorchmarks and bomb-craters. Not really interesting, but you could add them
- manually if you want:
-
- Syntax:
- 122=SC1
- ^^^ ^^^
- 1 2
- 1: cellnumber
- 2: what kind of smudge
- SC1 ... SC6 : several scorch-marks
- CR1 ... CR6 : several bomb craters
-
-
- =============
- 2.7 WAYPOINTS
- =============
- Waypoints numbers used in the TEAMTYPE-section. They are shortcuts to cell-
- numbers so you won't have to type the long cellnumbers time after time.
- There are 32 waypoints (0....31) which you may define as you wish. BUT there
- are 3 wp's that have a special purpose:
-
- waypoint 25: the yellow flare is always lit in this cell if necessary.
- waypoint 26: this is the top-left corner of the screen at levelstart.
- waypoint 27: default dropzone for Chinook if you don't use any
- 'unload' commands in the TEAMTYPE-section (see later on)
-
- A '-1' means that it isn't used at all.
-
- ==============
- 2.8 STRUCTURES
- ==============
- Nothing difficult about this one. Most of it is done by CCMAP.
-
- Syntax:
- 000=GoodGuy,PILE,256,1344,0,cool
- ^^^ ^^^^^^ ^^^^ ^^^ ^^^^ ^ ^^^^
- 1 2 3 4 5 6 7
-
- 1: number
- 2: owner
- 3: building type (done with editor)
- 4: health. You can change it with CCMAP but if you want a building to be
- almost destroyed, you'd better change it here rather than raping the left
- mouse button :-|
- 5: cellnumber
- 6: direction (only usefull for Gun Turrets). 0-255 , 127=South
- 7: this is a name you can make up yourself.It is used to connect the building
- to a trigger with that same name. This way you can let something happen if
- anything happens to it (see TRIGGERS)
- Make it NONE if it isn't connected with any trigger.
-
- =========
- 2.9 UNITS
- =========
- Almost the same story as for STRUCTURES.
- These are the vehicles. You might want to edit some entries.
-
- Syntax:
- 000=BadGuy,BIKE,256,1231,0,Guard,None
- ^^^ ^^^^^^ ^^^^ ^^^ ^^^^ ^ ^^^^^ ^^^^
- 1 2 3 4 5 6 7 8
-
- 1: number
- 2: owner
- 3: type of unit (done with editor). Abbreviations are as follows:
- VICE visceroid MCV mobile constr. vehicle
- FTNK flame tank JEEP Humm-Vee
- STNK stealth tank BGGY Nod buggy
- LTNK Nod tank BIKE recon bike
- MTNK GDI tank MSAM rocket launcher
- HTNK Mammoth tank APC APC
- MHQ mobile HQ BOAT gunboat
- LST hovercraft TRAN chinook (for reinforcements only!)
- MLRS SSM TRIC triceratops
- ARTY mobile artillery TREX tirannosaurus rex
- HARV harvester RAPT velociraptor
- STEG stegasaurus
-
- Yes, dino's in C&C. To see them, you need the program CC-P.EXE which comes
- with CCEDIT.
- Note: the MHQ is a heavy bastard! If it is destroyed, its owner is destroyed
- COMPLETELY!!!!!!!!!!! Just like a dozen of nuke missiles dropping on
- your head. Very cool, it's game over then.
-
- 4: health
- 5: cellnumber
- 6: direction which it is facing
- 7: action which it is undertaking at the moment. Choose from:
- Area Guard: keep guarding an area around the cell
- Attack Base: attack enemy base
- Attack Civil.: attack civilians
- Attack Tarcom: unknown
- Defend Base: defend own base
- Guard: like area guard, less agressive
- Harvest: only for harvesters
- None: do nothing
- Rampage: unknown
- Retreat: unknown
- Return: unkown
- Sticky: stay at the cell, whatever happens
- 8: any triggername it is connected to (make up a name yourself)
-
- =============
- 2.10 INFANTRY
- =============
- These are all the people on the map.
-
- Syntax:
- 000=GoodGuy,E1,256,2343,0,Guard,0,None
- ^^^ ^^^^^^^ ^^ ^^^ ^^^^ ^ ^^^^^ ^ ^^^^
- 1 2 3 4 5 6 7 8 9
-
- 1: just their number, from high to 000
- 2: owner of this guy
- 3: type of infantry. Which stands for:
- E1: minigunner
- E2: grenadier
- E3: bazooka
- E4: flame thrower
- E5: chem warrior
- E6: engineer
- RMBO: commando
- C1: civilian
- ..
- C10: civilian
- 4: health of soldier. 1=minimum, 256=maximum
- 5: cellnumber it is in
- 6: sub-cellnumber. each cell is divided in 5 positions. Choose 1-4
- 7: action he currently undertakes. Choose from:
- 8: direction he is facing (0=north, 64=east, 128=south,etc)
- 9: any triggername which he is connected to. You can make up this
- name yourself.
-
- =================
- 2.11 CELLTRIGGERS
- =================
- Add these yourself. They are used for activating a trigger if some soldier or
- unit enters this cell.
-
- Syntax:
- 000=kill
- ^^^ ^^^^
- 1 2
-
- 1: cellnumber which activates this trigger
- 2: triggername connected to that cell (make it up yourself)
-
- So if cell 000 is crossed, the trigger with name KILL is activated
-
- =============
- 2.12 TRIGGERS
- =============
- Now this is something! This is in fact THE part of the file which describes
- what is going on in your mission. A sort of script. It is a lot of work to
- describe it as exact as possible, but I'll try...
-
- Syntax:
- kill=Attacked,Create Team,0,GoodGuy,chop,0
- ^^^^ ^^^^^^^^ ^^^^^^^^^^^ ^ ^^^^^^^ ^^^^ ^
- 1 2 3 4 5 6 7
-
- 1: name of the trigger (the one you made up earlier)
- 2: what must happen so the TRIGGER will be activated? Choose from:
- # Bldgs Dstr. : if specified number of struc. is destroyed.
- # Units Dstr. : if .. .. .. units .. ..
- All Destr. : if EVERYTHING of one side is destroyed
- Any : used with Cap=Win/Des=Lose
- Attacked : if it gets attacked
- Bldgs Destr. : if all buildings have been destroyed
- Build it : if a specific structure was built
- Civ. Evac. : if civilians have been evacuated
- Credits : certain amount of credits is reached
- Destroyed : if it has been destroyed
- Discovered : if it has been discovered
- House Discov. : if this enemy has been seen
- No Factories : if all Constr. Yard are destroyed
- None : no activation at all
- Player Enters : if this cell is passed (celltriggers only!)
- Time : if a certain amount of time has passed
- Units Destr. : if all vehicles and soldiers are destroyed
- 3: what should happen if the trigger is activated???? Choose from:
- Airstrike : airstrikes available
- All to Hunt : everybody searches for the enemy
- Allow Win : used when there are more than one goal
- to win the mission
- Autocreate : random create a team specified in TEAMTYPES
- Cap=Win/Des=Lose : for buildings: captured=win/destroyed=lose
- Create Team : create a specific team with name at '6'
- Dstry Teams : unknown
- Dstry Trig 'XXXX' : destroy trigger with name XXXX. For example:
- you can attach XXXX to a timed Ion
- Cannon attack. If for example the
- Comm. Center is destroyed which has that
- trigger XXXX, no more Ion Cannons will
- be fired anymore
- Dstry Trig 'YYYY' : ,, ,, ,, ,,
- Dstry Trig 'ZZZZ' : ,, ,, ,, ,,
- DZ at 'Z' : yellow flare is lit at waypoint 25
- Ion Cannon : cannon available
- Lose : you lose the mission
- None : nothing
- Reinforce. : reinforcements by A10,APC,Chinook,hovercraft
- Win : you win the mission
- Nuclear Missile : nuke available
- Production : produce destroyed buildings etc.
- 4: this is a counter and can have more functions. Depending
- on your trigger action it counts : number of buildings, number of
- units, number of credits, amount of time.
- 5: what owner sets the trigger? (on which owner should the trigger react?)
- 6: teamtype connected with trigger (make up a name yourself)
- 7: if 0: trigger is activated only once
- if 1 or 2: trigger keeps being activated when the number at place 4
- is reached.
-
-
- Note that there are some triggers you must use: Win, Lose, Production
-
- ==============
- 2.13 TEAMTYPES
- ==============
- Probably the most complicated part of the INI files. This part contains
- a lot of unknown things. You can use some default combinations though.
- See EXAMPLES.
-
- Syntax:
- team1=GoodGuy,1,0,0,1,0,15,1,0,0,1,HTNK:4,2,Move:5,Guard:30,0,0
- ^^^^^ ^^^^^^^ ^^^^^^^^^^^^^^^^^^ ^ ^^^^^^ ^ ^^^^^^ ^^^^^^^^^^^^
- 1 2 3 4 5 6 7 8
-
- 1: teamname, defined in the TRIGGER section (place 6)
- 2: owner
- 3: strange combination of numbers, always 7 of them. Use the following
- 'templates':
- -> REINFORCE. by APC or Chinook or hovercraft:
- 0,0,0,0,0,7,0,0,0
- -> CREATE TEAM:
- 1,0,0,1,0,15,1,0,0
- -> REINFORCE. by A10 airstrike:
- 1,0,0,0,0,7,0,0,0
- 4: number of unit-types, here just 1 : a HeavyTank
- 5: what units and how much, here 4 HTNK's
- 6: number of action they will undertake, here 2
- 7: what actions they undertake, here 2; Move to waypoint 5 and then
- guard for a time of 30 counts.
- This uses to end with ,0,0
- See UNITS for the actions and add these:
- Loop: repeat a sequence of actions
- Move: go to waypoint ...
- Move to Cell: not sure how to use it
- Unload: for Chinooks, hovercrafts and APC used as reinforce-
- ments. it makes them unload anything they carry
- with them.
-
- There can be a lot of actions here. You may also use the LOOP-action to make
- teams repeat the sequence. Check out some INI files in the game for examples.
-
- ===========
- 3. EXAMPLES
- ===========
- *** If you (BadGuy) enter cel 232, the enemy should create a team of 2 MTNK's
- and 5 minigunners which move to cell 2211 and attack you:
-
- [CELLTRIGGERS]
- 232=kill
-
- [TRIGGERS]
- kill=Player Enters,Create Team,0,BadGuy,atk1,0
-
- [TEAMTYPES]
- atk1=GoodGuy,1,0,0,1,0,15,1,0,0,2,MTNK:2,E1:5,2,Move:4,Attack Units:50,0,0
-
- Waypoint 4 is that cell 2211.
-
- *** After 150 time-units a chopper should arrive at cell 1000 and unload 2
- JEEPS which attack your base:
-
- [TRIGGERS]
- chop1=Time,Reinforce.,150,GoodGuy,chop,0
-
- [TEAMTYPES]
- chop=GoodGuy,0,0,0,0,0,7,0,0,0,2,JEEP:2,TRAN:1,3,Move:1,Unload:1,
- Attack Base:50,0,0
-
- waypoint 1 is cell 1000
-
- *** If you attack the harvester, the enemy sends out 4 A10's which drop
- some napalm on your heads.
-
- [UNITS]
- 012=GoodGuy,HARV,256,1211,0,Harvest,fire
-
- [TRIGGERS]
- fire=Attacked,Reinforce.,0,None,a10s,0
-
- [TEAMTYPES]
- a10s=GoodGuy,1,0,0,0,0,7,0,0,0,1,A10:4,0,0
-
- *** Every time when 200 time-units have passed, you want the enemy to fire a
- nuclear missile.
-
- [TRIGGERS]
- miss=Time,Nuclear Missile,200,None,None,2
-
-
-
- ====================================
- 4. HOW TO MAKE YOUR MISSION PLAYABLE
- ====================================
- Very easy. Insert the MAP and INI files with MIXMAN. Then start C&C as
- described in chapter 1. Somehow (using an old savegame or so) start up
- the mission you're about to replace. Then choose 'restart' from the options
- menu and presto, your very own mission starts!
- If you want to distribute it (and you do :) ), be sure to save it imme-
- diately after it starts. You can upload that savegame to eg. The Temple
- of the Conqueror so we can play it all.
- You can also edit the MISSION.INI file. It contains the 'restate-briefings'
- of all the missions. Extract it with MIXMAN, find your mission and change
- the text. When ready, simply copy that file into the C&C-directory.
-
-
- ==============
- 5. FINAL NOTES
- ==============
- Well, I guess you should be able to create a fine mission now. Anyway, I did
- it with this information!
- HINT: Use MIXMAN to extract some INI's and take a look
- at them. It sure helped me with certain problems I had. And keep testing.
- I you have any comment or questions about this manual,you are welcome to send
- me some e-mail with the subject 'C&C MANUAL'.
-
- ==========================
- 6. THE 'THANKS TO' CHAPTER
- ==========================
- I really should thank some people for giving me help and discovering lots of
- information.
-
- Andrew Griffin who actually started this all :)
- Richard Heesbeen and Jeroen Ritmeijer for making CCMAP
- Vladan Bato for making MIXMAN
- Rajan Hollmann for setting up the best C&C homepage
- The Temple of the Conqueror at:
- http://www.econ.cbs.dk/people/dszcpfk/cc.html
- (for the ones who've never been there)
- Everyone else who thinks he/she deserves it ;)
-
-
- That's it for now..... If an update comes out, you'll find it at the Temple.
-
- GOOD LUCK AND HAVE FUN!
-
- Han Brunger ----- j.brunger@a1.nl
-
- ===========================================================================
- ===========================================================================
-