Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection Workshop
Create, share, and play mods for a custom C&C experience! A new Map Editor is also included. Welcome back, Commander.
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Sumi Dec 10, 2020 @ 2:07pm
my units wont attack an enemy ant and ants wont attack me.
i set a normal unit and enemy as England team and im something else, the enemy attacks me and i attack them, if i set an ant under the England team its an enemy but nothing happens.

how do i use a trigger to make a team of ants to spawn as if they came out of an ants nest?
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Showing 1-11 of 11 comments
DDF3 40 Dec 11, 2020 @ 4:25am 
I'm not real sure about the ants ,

First off you need to add the following to your mpr file

[Aftermath]
NewUnitsEnabled=1
MTankDistance=15

[ANT1]
Image=ANT1
Name=Warrior Ant
Primary=Mandible
Strength=125
Armor=heavy
TechLevel=-1
Sight=3
Speed=8
Cost=700
Points=40
ROT=8
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5

[ANT2]
Image=ANT2
Primary=FireballLauncher
Name=Fire Ant
Strength=75
Armor=heavy
TechLevel=-1
Sight=3
Speed=9
Cost=700
Points=40
ROT=6
Tracked=yes
Crewed=no
NoMovingFire=yes

[ANT3]
Image=ANT3
Name=Scout Ant
Primary=Sniper
Strength=85
Armor=light
TechLevel=-1
Sight=3
Speed=10
Cost=700
Points=40
ROT=9
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5

[Mandible]
Damage=50
ROF=15
Range=1.5
Projectile=Invisible
Speed=100
Warhead=Super
Report=ANTBITE

[Sniper]
Damage=60
ROF=25
Range=1.75
Projectile=Invisible
Speed=100
Warhead=AP
Report=ANTBITE
Charges=no

; You can leave out the next 3 if you dont need the Queen , or Larve

;ant buildings
[QUEE]
Name=Queen Ant
Prerequisite=powr
Primary=TeslaZap
Strength=800
Armor=wood
TechLevel=-1
Sight=5
Owner=allies,soviet
Cost=300
Points=100
Power=0
Bib=no
Crewed=no
Capturable=no
SelfHealing=yes

[LAR1]
Name=Larva
Strength=25
Repairable=false
Adjacent=0
BaseNormal=no

[LAR2]
Name=Larvae
Strength=50
Repairable=false
Adjacent=0
BaseNormal=no



To make the ants come out of the hill , first you need the (ant) hill terrain texture.
Pay attention to what cell you put it into . Or else you can go to map mode click on the hill
and lay down another ant hill in the same spot , and look at what cell you are pasting it into
The editor will tell you what cell it is in the writing in the bottom left

It should be the upper left corner cell of the ant hill


Now you need to make a waypoint and put it on that same cell ( the upper left corner of the hill texture) I'm going to call it 20


Team Type = ant1
House = Special
priority = 7
way point = 20
type = ant1 = 2
mission = move to waypoint = 21
mission = (loop ) Jump to line =0

Trigger = ant1
House = Special
Existence = temporary
type = e=>a1[+a2]
Event1 = elapsed time (1/10 min) = 12
Action1 = reinforcement (team)= ant1


When the ants come out of the hill they will only move a bit and stop doing anything, so the missions you give them has to loop to get them to move

Also you should set them to be special faction this way they will fight everyone they are not allied with





Last edited by DDF3; Dec 11, 2020 @ 5:05am
Nyerguds 8 Dec 11, 2020 @ 4:48am 
I think the issue here seems more related to badly set alliances in the House settings.
DDF3 40 Dec 11, 2020 @ 4:54am 
Yah and it seems to me if you just use the editor to place the ants they wont do anything or don't show up

Unless you add the parts to the mpr file

What i wrote works I tested it.
Last edited by DDF3; Dec 11, 2020 @ 5:00am
Sumi Dec 11, 2020 @ 5:26am 
Originally posted by DDF3:
I'm not real sure about the ants ,

First off you need to add the following to your mpr file

[Aftermath]
NewUnitsEnabled=1
MTankDistance=15

[ANT1]
Image=ANT1
Name=Warrior Ant
Primary=Mandible
Strength=125
Armor=heavy
TechLevel=-1
Sight=3
Speed=8
Cost=700
Points=40
ROT=8
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5

[ANT2]
Image=ANT2
Primary=FireballLauncher
Name=Fire Ant
Strength=75
Armor=heavy
TechLevel=-1
Sight=3
Speed=9
Cost=700
Points=40
ROT=6
Tracked=yes
Crewed=no
NoMovingFire=yes

[ANT3]
Image=ANT3
Name=Scout Ant
Primary=Sniper
Strength=85
Armor=light
TechLevel=-1
Sight=3
Speed=10
Cost=700
Points=40
ROT=9
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5

[Mandible]
Damage=50
ROF=15
Range=1.5
Projectile=Invisible
Speed=100
Warhead=Super
Report=ANTBITE

[Sniper]
Damage=60
ROF=25
Range=1.75
Projectile=Invisible
Speed=100
Warhead=AP
Report=ANTBITE
Charges=no

; You can leave out the next 3 if you dont need the Queen , or Larve

;ant buildings
[QUEE]
Name=Queen Ant
Prerequisite=powr
Primary=TeslaZap
Strength=800
Armor=wood
TechLevel=-1
Sight=5
Owner=allies,soviet
Cost=300
Points=100
Power=0
Bib=no
Crewed=no
Capturable=no
SelfHealing=yes

[LAR1]
Name=Larva
Strength=25
Repairable=false
Adjacent=0
BaseNormal=no

[LAR2]
Name=Larvae
Strength=50
Repairable=false
Adjacent=0
BaseNormal=no



To make the ants come out of the hill , first you need the (ant) hill terrain texture.
Pay attention to what cell you put it into . Or else you can go to map mode click on the hill
and lay down another ant hill in the same spot , and look at what cell you are pasting it into
The editor will tell you what cell it is in the writing in the bottom left

It should be the upper left corner cell of the ant hill


Now you need to make a waypoint and put it on that same cell ( the upper left corner of the hill texture) I'm going to call it 20


Team Type = ant1
House = Special
priority = 7
way point = 20
type = ant1 = 2
mission = move to waypoint = 21
mission = (loop ) Jump to line =0

Trigger = ant1
House = Special
Existence = temporary
type = e=>a1[+a2]
Event1 = elapsed time (1/10 min) = 12
Action1 = reinforcement (team)= ant1


When the ants come out of the hill they will only move a bit and stop doing anything, so the missions you give them has to loop to get them to move

Also you should set them to be special faction this way they will fight everyone they are not allied with
why cant the editor get an update to fix this? just like a few other bugs that needs file editing to fix.
Nyerguds 8 Dec 11, 2020 @ 5:33am 
Originally posted by sirkos2:
why cant the editor get an update to fix this? just like a few other bugs that needs file editing to fix.
Fix what? The ants simply don't have default stats. They're defined inside the ant campaign mission files. This is unrelated to the editor; it's just how stuff was set up in the game.

In fact, Sniper is a modded weapon anyway, and I believe the Queen ant's tesla was also a modded version, in the missions.
Last edited by Nyerguds; Dec 11, 2020 @ 5:35am
Sumi Dec 11, 2020 @ 5:52am 
Originally posted by Nyerguds:
Originally posted by sirkos2:
why cant the editor get an update to fix this? just like a few other bugs that needs file editing to fix.
Fix what? The ants simply don't have default stats. They're defined inside the ant campaign mission files. This is unrelated to the editor; it's just how stuff was set up in the game.

In fact, Sniper is a modded weapon anyway, and I believe the Queen ant's tesla was also a modded version, in the missions.
to fix that fact that if people wanna use ants they have to edit a file when really the editor should just be updated so everything within it works including ants. a map editor that mostly works isnt good enough, why even release an old map editor when EA could have made a far better one since they remastered the game itself.
Sumi Dec 11, 2020 @ 6:15am 
Originally posted by DDF3:
I'm not real sure about the ants ,

First off you need to add the following to your mpr file

[Aftermath]
NewUnitsEnabled=1
MTankDistance=15

[ANT1]
Image=ANT1
Name=Warrior Ant
Primary=Mandible
Strength=125
Armor=heavy
TechLevel=-1
Sight=3
Speed=8
Cost=700
Points=40
ROT=8
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5

[ANT2]
Image=ANT2
Primary=FireballLauncher
Name=Fire Ant
Strength=75
Armor=heavy
TechLevel=-1
Sight=3
Speed=9
Cost=700
Points=40
ROT=6
Tracked=yes
Crewed=no
NoMovingFire=yes

[ANT3]
Image=ANT3
Name=Scout Ant
Primary=Sniper
Strength=85
Armor=light
TechLevel=-1
Sight=3
Speed=10
Cost=700
Points=40
ROT=9
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5

[Mandible]
Damage=50
ROF=15
Range=1.5
Projectile=Invisible
Speed=100
Warhead=Super
Report=ANTBITE

[Sniper]
Damage=60
ROF=25
Range=1.75
Projectile=Invisible
Speed=100
Warhead=AP
Report=ANTBITE
Charges=no

; You can leave out the next 3 if you dont need the Queen , or Larve

;ant buildings
[QUEE]
Name=Queen Ant
Prerequisite=powr
Primary=TeslaZap
Strength=800
Armor=wood
TechLevel=-1
Sight=5
Owner=allies,soviet
Cost=300
Points=100
Power=0
Bib=no
Crewed=no
Capturable=no
SelfHealing=yes

[LAR1]
Name=Larva
Strength=25
Repairable=false
Adjacent=0
BaseNormal=no

[LAR2]
Name=Larvae
Strength=50
Repairable=false
Adjacent=0
BaseNormal=no



To make the ants come out of the hill , first you need the (ant) hill terrain texture.
Pay attention to what cell you put it into . Or else you can go to map mode click on the hill
and lay down another ant hill in the same spot , and look at what cell you are pasting it into
The editor will tell you what cell it is in the writing in the bottom left

It should be the upper left corner cell of the ant hill


Now you need to make a waypoint and put it on that same cell ( the upper left corner of the hill texture) I'm going to call it 20


Team Type = ant1
House = Special
priority = 7
way point = 20
type = ant1 = 2
mission = move to waypoint = 21
mission = (loop ) Jump to line =0

Trigger = ant1
House = Special
Existence = temporary
type = e=>a1[+a2]
Event1 = elapsed time (1/10 min) = 12
Action1 = reinforcement (team)= ant1


When the ants come out of the hill they will only move a bit and stop doing anything, so the missions you give them has to loop to get them to move

Also you should set them to be special faction this way they will fight everyone they are not allied with
where do i add your code? in a game file or my custom map .mpr file if so where in my custom map .mpr do i add the code because i dont see anything like it to replace.

also do players have to do this to play my map?
DDF3 40 Dec 11, 2020 @ 10:31am 
Just paste it in above the [Basic] section of your Mpr file

Close the editor , paste it in then restart the editor.

You have to do this if you want to use the counter strike or aftermath units. Ants are part of the aftermath units i Think :-)

No they will get the same copy of your mpr file

And would you please stop Quoting everything, itI makes for a Long conversation
Last edited by DDF3; Dec 11, 2020 @ 10:38am
DDF3 40 Dec 11, 2020 @ 11:01am 
Originally posted by Nyerguds:

In fact, Sniper is a modded weapon anyway, and I believe the Queen ant's tesla was also a modded version, in the missions.

Yes it is in some of the missions

[TeslaZap]
Damage=60
ROF=25
Range=1.75
Projectile=Invisible
Speed=100
Warhead=Super
Report=ANTBITE
Charges=no

as well the ant 3 used napalm instead of sniper

[ANT3]
Image=ANT3
Name=Scout Ant
Primary=Napalm
Strength=85
Armor=light
TechLevel=-1
Sight=3
Speed=7
Cost=700
Points=40
ROT=9
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5

[Napalm]
Damage=60
ROF=25
Range=1.75
Projectile=Invisible
Speed=100
Warhead=Super
Report=ANTBITE
Charges=no

Last edited by DDF3; Dec 11, 2020 @ 11:06am
DDF3 40 Dec 11, 2020 @ 11:39am 
Originally posted by sirkos2:
to fix that fact that if people wanna use ants they have to edit a file when really the editor should just be updated so everything within it works including ants. a map editor that mostly works isnt good enough, why even release an old map editor when EA could have made a far better one since they remastered the game itself.


The reason why it doesn't add these is because .

1, they are not the same from mission to mission, it is up to the user to customize them to suit the mission. You can add as few or as many as you like as well change them
2, they are additional units you can ADD, but not part of the base game
3, count your self lucky that they even included the units in the editor.
4. is it really that hard to copy and paste stuff
5 I'm not sure if you can mix aftermath units with counter strike units ,It would make the editor even harder to use
Last edited by DDF3; Dec 11, 2020 @ 11:40am
Nyerguds 8 Dec 12, 2020 @ 2:14am 
Originally posted by DDF3:
Ants are part of the aftermath units i Think :-)
Counterstrike, actually. The ants are the only units and structures added by the first expansion pack.

Originally posted by DDF3:
5 I'm not sure if you can mix aftermath units with counter strike units ,It would make the editor even harder to use
Hm? Sure you can. I mean, they're all in the list in the editor. But them being available in the editor is unrelated to them being usable in-game.

Originally posted by sirkos2:
to fix that fact that if people wanna use ants they have to edit a file when really the editor should just be updated so everything within it works including ants.
Simple fact is, the ants do not have weapons by default, and need that in-mission modding to work correctly. This is 100% unrelated to the editor; it's just how things are set up in the game itself.

This is really how mission and map making works in Red Alert. Part of it is always manual tweaking of rules in the ini file. You can't get around that simple fact by remastering the game.
Last edited by Nyerguds; Dec 12, 2020 @ 2:17am
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