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- A ?? means that I am unsure as to the exact nature of this entry as
- I haven't used it yet, but this is an educated guess.
-
- Actions
- =-=-=-=
- (I'm not 100% sure that all of these are used in the TeamTypes section)
- [look in the game.dat file to get a listing (do a search for these words)
- of the available commands to make certain - then test them ;)].
- None no action.
-
- Attack Base units attack their opposition's base (do this with
- engineer units to get them to take over buildings).
-
- Attack Units units attack their opposition's units.
-
- Attack Civil. ??probably gets them to attack any civilians around??
-
- Rampage ??never seen it used??
-
- Defend Base ??probably gets that unit to attack any units that
- attack its base??
-
- Move uses a waypoint to specify where the team is to move to.
- The team will stop as soon as the first unit gets to
- that cell.
-
- Move to Cell ??don't know whether it uses a waypoint as a specifier
- or the actual cell number??
-
- Retreat ??never seen it used??
-
- Guard unit stands around guarding that spot. It will only
- attack units that attack it.
-
- Loop causes the set of commands to be repeated, using
- a time specifier (I think) to determine
-
- Attack Tarcom ??never seen it used??
-
- Unload uses a waypoint to determine where to unload the
- troops. Waypoint 27 (I think) is used as a default
- if an unload command is not specified.
-
- Harvest gets the harvester to harvest tiberium (probably not
- used in TeamTypes, but as a [Unit] action).
-
- Return ??never seen it used??
-
- Area Guard unit is more aggressive when guarding that position.
- I'm not sure whether it is only used in the [Unit]
- action or also in the TeamTypes section.
-
-
-
-
- Trigger Events
- =-=-=-=-=-=-=-
- None no trigger assocaited with this item.
-
- Player Enters used for celltriggers, the trigger is activated
- when the player enters that cell, funnily enough.
-
- Discovered
-
- Attacked trigger is activated when the thing is attacked.
-
- Destroyed trigger is activated when the unit/structure is
- destroyed.
-
- Any ??trigger is activated for any of these reasons.??
-
- House Discov. ??trigger activated when the specified team is
- first encountered??
-
- Units Destr. ??trigger is activated when all the units of the
- specified team have been destroyed.??
-
- Bldgs Destr. ??trigger is activated when all the buildings of the
- specified team have been destroyed.??
-
- All Destr. trigger is activated when all units and buildings of
- the specified team have been destroyed.
-
- Credits ??trigger activated when a certain amount of cash
- has been produced??
-
- Time trigger activated after a certain period of time
-
- # Bldgs Dstr. ??trigger is activated when a certain number of
- structures that are assocaited with this trigger are
- destroyed.??
-
- # Units Dstr. ??trigger is activated when a certain number of units
- that have this trigger associated with them are
- killed.??
-
- No Factories ??I would guess when there are no construction sites
- left on the map??
-
- Civ. Evac. triggered when the civilians have been evacuated (how
- this is determined, I don't know).
-
- Build It triggered when a certain structure is built. Don't
- know how to specify which structure is needed.
-
-
-
- Trigger Actions
- =-=-=-=-=-=-=-=
- None no action is taken.
-
- Win you win if this trigger is activated.
-
- Lose you lose if this trigger is activated.
-
- Production tells the CP to start producing things.
-
- Create Team tells the CP to create the specified team.
-
- Dstry Teams ??destroys all the current teams??
-
- All to Hunt all the CP's units have their action set to Hunt,
- and seek out their enemies.
-
- Reinforce reinforces the specified team with the specified
- units (a Teamtype). The reinforcements come from the
- direction specified in the Edge section of that side's
- information.
-
- DZ at 'Z' ??drops a flare at a specified point [specified by
- waypoint 25 apparently]??
-
- Airstrike gives airstrike capabilities to player, or causes the
- CP to do an airstrike (if t has that capability).
-
- Nuclear Missile causes the CP to drop a nuke if it has that capability.
-
- Ion Cannon causes the CP to use an ion blast if it has that
- capability.
-
- Dstry Trig 'XXXX' deletes the trigger XXXX (useful for things like giving
- the CP ion cannon abilities as long as it has an adv.
- comm. centre).
-
- Dstry Trig 'YYYY' deletes the trigger YYYY.
-
- Dstry Trig 'ZZZZ' deletes the trigger ZZZZ.
-
- Autocreate either automatically creates teams when the specified
- units have been produced, or creates the necessary units
- and then creates the team.
-
- Cap=Win/Des=Lose used for specifying that a building must be captured to
- win the mission - if it is destroyed, you lose.
-
- Allow Win if present, this action needs to be satisfied before a
- win can be announced, even if the win condition has
- been met.
-
-
-
- ==========================================================================
-
- Now a breif description of what I know of the [Waypoints], [CellTriggers],
- [Triggers] and [TeamTypes] sections. This is, of course, incomplete
- knwoledge, and only comes about through lots of trial and error.
-
- [Waypoints]
- Pretty simple in format, it is simply:
- number=cell
- (eg. 28=3376).
- When the cell is set to -1, it means that that waypoint is unused. This
- is useful because you may not need all the available waypoints, but need
- to use some of the higher ones (for certain reasons).
- The special waypoints that I know of are:
- 27 the default dropzone for unloading units
- 26 the cell that is in the upper left hand corner of your monitor
- when that scenario first starts.
- 25 the cell that the flare is dropped in when the DZ at 'Z' is
- triggered.
- If the waypoint for #26 is not a valid cell for the current map, in that
- displaying it will display cells outside of the range of the map width and
- height, then C&C will fix this up and work out what the nearest acceptable
- cell for the upper left hand corner is.
- If the waypoint for the dropzone is used (an Unload: was not specified in the
- TeamType) and is outside of the range of acceptable cells, then wierd things
- are likely to happen.
- These are the only waypoints that I know to be special, so you can probably
- feel free to use the others as you please.
-
-
- [CellTriggers]
- Just as simple, the format is:
- cell=trigger
- (eg. 596=killme)
- When this cell is entered by a unit, the asssociated trigger is looked up
- and processed if needed. Used with the Player Enters trigger event.
-
-
- [Triggers]
- This is a little bit more complex, with the form:
- trigger=trigger event,trigger action,number,side,team,number0
-
- See above for the available trigger events and trigger actions.
- What the first number is depends on what the trigger event is. If it is a
- Time event, then this number if the number of time quanta that pass before
- this trigger is called. If the event is soemthing like # Units Destr., then
- it (I think) relates to the number of units to be destroyed before it is
- triggered. It is set to 0 when not in use.
- Side is which side (eg. GoodGuy, BadGuy etc) causes this trigger to be
- tripped. For something like Time, then the side determines whose clock is
- used (I think). For something like the Destroyed/All Destr. (etc) trigger
- event, then it deetermines whose units have been destroyed. For Player
- Enters, it is whose player enters that cell (one side may trigger the event
- and not the other).
- The team is used in trigger actions such as Create Team, Reinforce. It refers
- to the team in the TeamTypes section.
- Number0 is a mystery to me. It is usually set to 0, but occasionally set
- to 1, although I don't know why.
-
-
- [TeamTypes]
- Much more complicated, with lots of parts I don't understand yet.
- It has the format:
- name=side,[numbers],num. of unit types,[unit types and number],num. of actions,
- [actions],[numbers0]
- (eg. team1=BadGuy,1,0,0,0,0,20,1,0,0,2,E5:5,RMBO:1,3,Move:5,Move:4,Loop:0,0,0)
-
- Side is simply who this team belongs to.
- [numbers] is the real unknown part of this section. There is a group of 9
- number, of which I have no idea what they do. They usually take the form:
- 1,0,0,0,0,20,1,0,0
- although ^^ often changes, and the other numbers change as well. I personally
- don't mess with these as changing them seems to have no noticable effect,
- although they must do something.
- After these numbers comes a number telling C&C how have different types of
- units are in this team.
- Next comes an entry for each of the unit types that are in this team. It has
- the form: [type]:[number] where [type] is the type of unit it is, and [number]
- is the number of units of that type in the team.
- Then comes a number telling C&C how many commands there are for that team.
- Next come the commands, in the form [command]:[number]. [command] is the
- command to perform (see Actions above). [number] can be either a waypoint
- or time quanta depending on what the command was.
- At the end come 2 numbers (usually 0,0). I have no idea what these are for.
-
- Written by Andrew Griffin <buggy@adam.com.au>
-