Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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CnC Map Editor Basics Part 3
By DDF3
Continuing on with building a TD map
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Continuing on with Building a TD map part 3
If you haven't read the first two parts you really should .

https://steamcommunity.com/sharedfiles/filedetails/?id=2149666951

https://steamcommunity.com/sharedfiles/filedetails/?id=2149787476

Ok so first off we need to expand our Nod base a bit . By now you should have no problem doing this . You need to add 4 silos , 1 SAM site, 1 helipad, 1 adv Comm center, 1 Temple of Nod.
it doesn't matter where you place them , but leave the area by the river open



OBELISKS

Ok now we are going to add 6 obelisks near the river .



Now i want you to save your file , and go test out those obelisks ..

Notice they do not work .. and the reason why , is the power is too too low . We have 5 adv power plants each one produces 200 power , 1 obelisk takes up 150 power , we have 6 of them so that's
6 x 150 = 900 and we are producing 5 x 200 = 1000 , . Now we could fix that by adding more power plants ,I usually figure on 1 adv Power plant per obelisk + 2 or 3 more to run the base.
But in this case we are going to remove some obelisks.

So if you destroy the obelisks you will see they start to work after 3 of them have been destroyed. so we will remove 3 of them . And while you are at it you are going to set this trigger on the 3 obelisks



Save the file and go test it .. In theory we want to gain an airstrike , when any of these building are attacked/destroyed.

But it doesn't work quite right , in fact when i played it i gained an airstrike while the nod attacked me, thats not what we want

, so try this trigger



Now save your file and go try this one out , although the game seems to be running ok , if you try to see to the very far right of the screen , you should notice you cant move your view, This is a good reason why you should do frequent testing .

So change your trigger to this one , and try it out.



Notice you now get airstrike once any of the obelisks are destroyed,

Lets try one more change to the trigger



You can change the House to GoodGuy and try it out as well ,it doesnt work ...

So go back to the Event = Destroyed one.. and set all of the arguments back to "0".

NUKES

So now we have the good guys gain an Airstrike , how about we let Nod have a Nuke.
You need to create this trigger and add it to the Temple of Nod



Now save and go test it by attacking the Temple . You should get a Nuke in your base.

AUTOCREATE

Ok so i will touch on using auto create teams , the first thing you need to know is it is random which teams /how many will be created. So you can use this to put some randomness into your map.
The other thing you need to know is the teamtype names usually start with auto1 to auto*
in other words if i want to randomly pick from two teams i would call the teamtypes auto1 and auto2 , it may pick one or both teams to produce.

One more thing i have noticed is that the bottom one is auto1 and the top one is auto whatever they stopped at. so if you create a bunch of them you will probably have to rename them .
Far as i know there is no limit on how many you can have. 12 or 15 is fairly common.

EG in the ini file they should look like
auto3 =
auto2=
auto1=

Another thing i notice is the Priority is usually set to be around 15 i will stick to 7 for this purpose.

Ok so here is the trigger and the two team types ,plus you need a waypoint 4 . someplace where you can see them.



Save the file and go try it out a few times . you will see sometimes it sends a mini gunner, or a chem soldier and you may see it send both.

How to get it to rebuild buidings

First off change the top two obelisks like so ,by entering a number into the Base part, and make sure the prebuilt box is still checked. They wont show up if it is not.

If you are placing buildings you can leave them set at 0 and it will automatically assign a number to them, although i strongly suggest you check the order they are in. Also don't go and try to get a whole base rebuilt like this as it takes awhile before it replaces even one structure, i would put no more than say 10 structures into a base section.



And if you save the file then look in your Ini file you should now have something in the Base section
(don't worry about the last numbers )

[Base]
001=OBLI,234889984
000=OBLI,167781120
Count=2

The Base section tells the AI what you want rebuilt when things get destroyed , it wont happen really quickly , but if you have differing buildings , the order which they will be rebuilt is the order they are in in the Base section IE if both obelisks get destroyed the #000 one will be rebuilt first.

Something i should mention , the Base section does not discriminate between factions, IE
if i have a GDI and a Nod structure in the list the AI may rebuild the GDI structure as well as the Nod one. Best to keep it to the Opposite faction only.

Ok now you need a trigger to start this . Change the trigger on the top two obelisks to Pro0 .



Now save the file and go test it, You can destroy The Hand and airfield , and all 3 obelisks , then sit back and watch it rebuild them.




You can have it replace Units that get destroyed too using a trigger like this one.



Transports

Ok so you can also reinforce with transport helicopter and by sea with an Lst (hovercraft)

First the Lst, you need to create a water zone somewhere along the south side of the map , and place a waypoint #5 . Then create the shown trigger and teamtype. Then test it , 2 commandos should be dropped off.



The next one also needs a waypoint #6 to be made , along with a trigger and a teamtype as shown in the image . This one will drop off a medium tank and 2 grenadiers..



Further control of Reinforcements

You can surround your map with Impassable texture like water or rocks , and leave a gap where you want your reinforcements to appear from. Other wise they could show up anywhere along the edge.




Flares

You first need the Flare waypoint , then a trigger, and finally some cell triggers , as shown.




Other Miscellaneous Stuffs

Tiberium regrowth can be accomplished by adding "Split*" type of terrain

objects

If you want crates that give out money 2000 credits each , use the overlay Wcrate




A Note on Names

A note on trigger names and teamtype names , although i stuck to using only 4 characters per name mostly , you can only use 4 characters for the trigger names ,and up to 8 characters for the teamtype names



And i think this will conclude the TD map making basics.
Thanks for viewing these guides.
Miscellaneous.
TeamType Info

TEAMTYPE_MAX = 20 // max # of different team types
MAX_TEAM_CLASSCOUNT=5 // max number of differing classes (IE: e1 ,e2,e3)
MAX_TEAM_MISSIONS=20 // max number of missions you can set

RoundAbout = If RoundAbout, the team avoids high-threat areas

Learning = If Learning, the team learns from mistakes

Suicide = If Suicide, the team won't stop until it achieves its mission or it's dead

AutoCreate = Is this team type allowed to be created automatically by the computer when the appropriate trigger indicates?

Mercenaries = Mercenaries will change sides if they start to lose. (didn't seem to work)

Prebuilt = This flag tells the computer that it should build members to fill a team of this type regardless of whether there actually is a team of this type active.

Reinforceable = If this team should allow recruitment of new members, then this flag will be true. A false value results in a team that fights until it is dead. This is similar to IsSuicide, but they will defend themselves.



Priority = Priority given the team for recruiting purposes; higher priority means it can steal members from other teams (scale: 0 - 15)

InitNum = Initial # of this type of team

MaxAllowed = Max # of this type of team allowed at one time

Fear = Fear level of this team (didn't seem to work)

More Complete Units List

[Units]
InI Type ,Unit Name , Build Level , House
apc = apc , 4, Good/Bad
arty = artillery , 6 , Bad
bggy = Nod Buggy , 4, Bad
bike = Recon Bike ,2 , Bad
boat = Gun Boat , 99 , Good/Bad (not selectable)
ftnk = Flame Tank ,4, Bad
harv = Harvestor ,2 , Good/Bad
htnk = Mammoth Tank ,5 , Good
jeep = Light Scout ,2 , Good
lst = HoverCraft , 99, Good/Bad (not selectable)
ltnk = Light Tank ,3 , Bad
mcv = MCV ,7, Good/Bad
mhq = Mobile HQ , 99 , Good/Bad
mlrs = SSM Launcher , 7, Bad
msam = Rocket Launcher ,7 , Good/bad
mtnk = Medium Tank ,3 , Good
rapt = Velociraptor, 99,(not selectable)
steg = Stegosaurus, 99,(not selectable)
stnk = Stealth Tank , 5, Bad
trex = Tryannosaurus Rex , 99,(not selectable)
tric = Triceratops , 99,(not selectable)
vice = Viceroid ,99 ,Neutral/Good/Bad (not selectable)

[Aircraft]
InI Type ,Unit Name , Build Level , House
a10 = A10 ,99, Good/Bad (not selectable)
c17 = C17 ,99 , Good/Bad (not selectable)
heli = Attack Helicopter ,6, Bad
orca = Orca , 6, Good
tran = Transport Helicopter , 6, Good/Bad

[Infantry]
InI Type ,Unit Name , Build Level , House
c1 = Joe ,99, Neutral/Good/Bad
c10 = Nikoomba ,99, Neutral/Good/Bad
c2 = Bill ,99, Neutral/Good/Bad
c3 = Shelly ,99, Neutral/Good/Bad
c4 = Maria ,99, Neutral/Good/Bad
c5 = Eydie ,99, Neutral/Good/Bad
c6 = Dave ,99, Neutral/Good/Bad
c7 = Phil ,99, Neutral/Good/Bad
c8 = Dwight ,99, Neutral/Good/Bad
c9 = Erik ,99, Neutral/Good/Bad
chan = Chan , 99, Neutral/Good
delphi = Agent Delphi , 99, Neutral/Good
e1 = Minigunner ,1 , Good/Bad
e2 = Grenadier ,1,Good
e3 = Rocket Soldier ,2 , Good/Bad
e4 = Flamethrower ,1, Bad
e5 = Chem Warrior,7, Bad
e6 = Engineer 3, Good/Bad
moebius = Dr Mobius , 99 , Neutral/Good/Bad
rmbo = Commando ,7 , Good/Bad

[Walls][Overlay]
Ini Name, Building type, Build level ,Power Cost, House
barb = Barbed Wire ,98 , 0 ,Neutral/Good/Bad
brik = Concrete Wall ,7, 0, Good/Bad
cycl = Chain Link Fence , 5, 0 , Good/Bad
sbag = SandBags ,2 ,0 Good/Bad
wood = Wooden Fence ,99 ,0 ,Neutral/Good

[Structures]
Ini Name, Building type, Build level ,Power Cost, House
afld = Airstrip ,2 , 30 , Bad
arco = Civilian Building , 99 ,0, Neutral
atwr = Adv Guard Tower,4 ,20 ,Good
bio = Bio Reasearch Laboratory ,99 , 40 ,Bad
eye = Adv Comm Center ,7 ,200 ,Good
fact = Construction Yard ,99, 15 , Good/Bad
fix = Repair Facility ,5 ,30 , Good/Bad
gtwr = Guard Tower, 2, 10, Good
gun = Turret ,2 ,20 , Bad
hand = Hand of Nod , 0 , 20 , Bad
hosp = Hosptial , 99 , 20 , Good/Bad
hpad = Helipad ,6 , 10, Good/Bad
hq = Comm Center , 2 , 40 ,Good/Bad
miss = Prison ,99, 0 , Neutral/Good/Bad
nuk2 = Adv Power Plant ,5, 0 , Good/Bad (provides 200 power)
nuke = Power Plant ,0 , 0 , Good/Bad (provides 100 power)
obli = Obelisk, 4, 150 , Bad
proc = Refinery ,1 ,40 , Good/Bad
pyle = Barracks ,0 , 20, Good
sam = Sam Site , 6, 20 , Bad
silo = Silo ,1 , 10, Good/Bad (stores 1500)
tmpl = Temple of Nod, 7, 150 ,Bad
v01 = Church , 99 , 0, Neutral
v02 = Han's and Gretel's , 99 , 0, Neutral
v03 = Hewlitt's Manor , 99 , 0, Neutral
v04 = Ricktor's House , 99 , 0, Neutral
v05 = Gretchin's House , 99 , 0, Neutral
v06 = The Barn , 99 , 0, Neutral
v07 = Damon's Pub , 99 , 0, Neutral
v08 = Fran's House , 99 , 0, Neutral
v09 = Music Factory , 99 , 0, Neutral
v10 = ToyMakers , 99 , 0, Neutral
v11 = Ludwig's House , 99 , 0, Neutral
v13 = , 99 , 0, Neutral
V14 = , 99 , 0, Neutral
v15 = , 99 , 0, Neutral
v16 = , 99 , 0, Neutral
v17 = , 99 , 0, Neutral
v18 = , 99 , 0, Neutral
v19 = Civilian Building (Oil Derrick) , 99 , 0, Neutral/Good
v20 = Sala's House , 99 , 0, Neutral/Good
v21 = Abdul's House , 99 , 0, Neutral/Good
v22 = Pablo's Wicked Pub , 99 , 0, Neutral/Good
V23 = Village Well , 99 , 0, Neutral/Good
v24 = Camel Trader , 99 , 0, Neutral/Good
v25 = Chrurch , 99 , 0, Neutral/Good
v26 = Ali's House , 99 , 0, Neutral/Good
v27 = Trader Ted's , 99 , 0, Neutral/Good
v28 = Menelik's House , 99 , 0, Neutral/Good
v29 = Prestor John's House , 99 , 0, Neutral/Good
v30 = Village Well , 99 , 0, Neutral/Good
v31 = Witch Doctor's Hut , 99 , 0, Neutral/Good
v32 = Rikitiktembo's Hut , 99 , 0, Neutral/Good
v33 = Roarke's Hut , 99 , 0, Neutral/Good
v34 = Mubasa's Hut , 99 , 0, Neutral/Good
v35 = Aksum's Hut , 99 , 0, Neutral/Good
v36 = Mambo's Hut , 99 , 0, Neutral/Good
v37 = The Studio , 99 , 0, Neutral/Good
weap = Weapons Factory ,2 ,30, Good
53 Comments
Rawflesh0615 Apr 14, 2024 @ 8:19pm 
Another forgot to mention, Nyerguds made a Mobius Editor including a INI Rules & Tweaks where you can modify the units names. It's not avaliable in the Remastered TDRA editor, it's only available at Mobius Editor.
Nyerguds May 3, 2023 @ 7:21am 
For the record, the numbers in the [Base] section in the ini file are the Y and X coordinates of the structure on the map. It can be reconstructed by converting it to hexadecimal and then splitting it into the 2 values.
DDF3  [author] Mar 8, 2021 @ 6:57am 
I didn`t go through and list each Movie, i did make a list of the maps and what movies they do use though

I added it to the bottom of the first guide

https://steamcommunity.com/sharedfiles/filedetails/?id=2149666951
Rawflesh0615 Mar 6, 2021 @ 5:58am 
Would you mind to do part 4? After you finished the map, there was used to be a cutscene selection right under the map setting where they show each section such as, "Intro, Brief, Action, Win, and Lose" to list each of the selection? Thank You.
DDF3  [author] Aug 16, 2020 @ 12:03pm 
Not in TD i`m afraid. The Hovercraft will only come from the south, And you leave the Mission area of the team type blank.

Now in RA you can move the hover craft around , not sure about loading them though. But you can certainly call them onto the map and move them where you want them to deploy.
Helios Aug 16, 2020 @ 9:19am 
I recall seeing a technique for making hovercraft loadable. They start in sleep mode or something, are somehow made loadable, and can be triggered to move to waypoints and drop infantry off. Essentially hovercraft can be programmed to act as ferries. Does anyone here know of any documentation for enabling these behavior?
DDF3  [author] Jul 26, 2020 @ 8:41am 
I changed the image properties try it now

Nah i dont need no credits
Hype Seal Jul 26, 2020 @ 3:27am 
After I finish the map I could give your name to the credits or something if you are interested.
Hype Seal Jul 26, 2020 @ 3:27am 
When I enter your links I get the message "DDF3 has no artwork available for your viewing.". Anyway could I send you the map so you could test it out?
DDF3  [author] Jul 24, 2020 @ 10:18am 
Ok im not sure what your doing , so go back a page , and start where i said this, it would be better if you started a new map like i made so you can see how things work

OK i made a small map to try these out on.

https://steamcommunity.com/profiles/76561197995167649/images/?appid=767

mumm not sure why it is interfering with the other harvestors , but you could change it to mrls or something like that