Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

View Stats:
Benya_Ladn Jun 8, 2020 @ 1:46pm
Map editor. How to make buildings tied to a specific player?
I am currently creating a new map in the map editor.
And I want a player to start with the already prebuilt structures (like in singleplayer missions).
I placed the structures on the map, but every time I start a game, these structures are always marked as enemy.
I want these structures to belong to the player.
How to make structures (and units) tied to a specific player (or specific waypoint)?
< >
Showing 1-10 of 10 comments
Camper Jun 8, 2020 @ 1:48pm 
i think you just doubleclick them and then you can order them to a specifik player or npc
Benya_Ladn Jun 9, 2020 @ 11:00am 
Originally posted by Camper:
i think you just doubleclick them and then you can order them to a specifik player or npc

There are 5 settings in each structure:
House: GoodGuy, BadGuy, Nuetral, Special and Multi1, Multi2,... Multi6.
Strength: 256
Direction: North, South, etc.
Trigger: None
Base priority: from "-1" to infinity.

If you set "House" to one of the "Multi..." options, then your structure will be randomly tied to one of the players (waypoints) on this map. And every time you restart the game, it will belong to another player on another waypoint in totally random order. It does not matter which exactly waypoints you place on the map and which exactly "House" setting you choose, it will still belong to a random player on random waypoint.
But I want these structures to belong only to specific player on specific waypoint.
I thought, that maybe "Base priority" sets the structure belonging, but no. It does nothing.
So, I still don’t understand how to establish the building’s belonging to the player (waypoint) I need.
Hävits Jun 9, 2020 @ 12:05pm 
I've been wrestling with the same issue.
DDF3 Jun 9, 2020 @ 2:32pm 
I'm not sure in Mutliplay ,but for single player you have a few choices
1. set the house to the side your playing as
2. set base priority to something other than -1 and click the little prebuilt box

Oh and mine every time i load the .ini it will reset all of the good guy buildings to bad guy
Asghan Aug 13, 2020 @ 12:25pm 
Anything new regarding binding civilian buildings on multiplayer maps?
I face the same problem - and the AI is attacking the civilian buildings instead of the enemy.
Additionally, anyone has a clue what about the "base priority" and its value about?
Nyerguds Aug 13, 2020 @ 12:54pm 
Adding structures for players in mulitplayer maps is not a good idea; you can't reliably predict which player will get what stuff. But the owners for multiplay would be Multi1-Multi6
Last edited by Nyerguds; Aug 13, 2020 @ 12:56pm
Asghan Aug 13, 2020 @ 2:11pm 
Ah thank you for that information!
ghmd May 12, 2024 @ 2:24am 
No one has ever found a way to make it predictable, using the map editor?
Nyerguds May 13, 2024 @ 5:30am 
It's not the map editor that determines that; it's the game that decides which player start position becomes which Multi# house in the actual game.

There's probably some way to control that in the multiplayer game set-up though; I've seen RA tower defense maps do it. But they generally have specific instructions on what exactly to do when launching the map.
Last edited by Nyerguds; May 13, 2024 @ 8:45am
DontCryJustDie May 22, 2024 @ 7:10am 
In TD the Multi1-6 houses are assigned at random. My mod Veterancy & more will soon (Version 29) have an ini option to disable the randomness.

In RA they depend on the color the house has. Yellow always gets Multi1. Pink always gets the highest multi house, when there are 5 players it will be Multi5, when there are 8 players it will always Multi8.
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Jun 8, 2020 @ 1:46pm
Posts: 10