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	| HOW TO CREATE YOUR OWN COMMAND & CONQUER MISSIONS |
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			   version 1.0 1-1996
			  (C) 1996 Han Brunger	
			e-mail: j.brunger@a1.nl


What you have here is a great document which describes about everything
you need to know about how to edit the INI-files for new missions. I
wrote it because I noticed that 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 without the questions.

What will you find here?
------------------------
Well, simply everything I know about how to edit the INI files. You will find out
that not everything is known.

What will you NOT find here?
----------------------------
Everything about creating maps. Because there are several map-editors, I am
not gonna explain how they all work. Creating maps isn't that difficult after
all, especially with CCMAP.

TABLE OF CONTENTS
=================

1. GETTING STARTED
2. [BASIC]
3. [MAP]
4. [GOODGUY] and [BADGUY]
5. [MULTI1] .... [MULTI6]
6. [TERRAIN]
7. [OVERLAY]
8. [SMUDGE]
9. [INFANTRY]
10. [UNITS]
11. [STRUCTURES]
12. [CELLTRIGGERS]
13. [WAYPOINTS]
14. [TRIGGERS]
15. [TEAMTYPES]
16. EXAMPLES
17. FINAL NOTES


1. GETTING STARTED
------------------
After creating a new map or after altering an existing one, you should end up
with two files: a MAP file and an INI file. What I will do here, is explain 
every line in that INI file.

Everyone of you should have seen such an INI-file by now. You see that is divided
into several entries, starting with a header between brackets ( these [ ] things).
I will discuss every entry and explain what's in it (as far as I know).

You can also extract a scenario with MIXMAN, which is probably the easiest way.
And it makes sense that you extract that one your new mission is going to replace.
Now edit that file.

2. [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
8: another video
9: video playing when you lose
10: video playing when you win
11: briefing video

3. [MAP]
--------
This part describes something about the map you use. You must edit this entry.

[MAP]
Height=61               1
Width=60                2
X=2                     3
Y=1                     4
Theater=Winter          5

1: Height of the map (max 64)
2: Width of the map (max 64)
3: horizontal position of left corner of map
4: vertical position of left corner of map
5: theater: WINTER, DESERT, TEMPERATE

4. [GOODGUY] and [BADGUY]
-------------------------
Tells something about the GDI and Nod army.

[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.

5. [MULTI1] .... [MULTI6]
-------------------------
The same as for [GOODGUY]. These are only used in multiplayer games.

6. [TERRAIN]
------------
You don't have to worry about this. This is done by your editor.

7. [OVERLAY]
------------
This is also done by the editor.

8. [SMUDGE]
-----------
Don't worry about it.

9. [INFANTRY]
-------------
Now things are getting tougher. If you use CC-SCEN you have to add soldiers manually.
Hell of a job.

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. Choose from:
	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:
        Area Guard:             guard 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
        Loop:                   used in TEAMTYPES: repeat a sequence
        Move:                   unknown
        Move to Cell:           go to that cell?
        None:                   do nothing
        Rampage:                unknown
        Retreat:                unknown
        Return:                 unkown
        Sticky:                 stay at the cell, whatever happens
        Unload:                 hovercraft, APC and Chinook only, unload troops
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.

10. [UNITS]
-----------
These are the vehicles. You can 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)
4: health
5: cellnumber
6: direction which it is facing
7: action which it is undertaking at the moment
8: any triggername it is connected to (make up a name yourself)

11. [STRUCTURES]
----------------
Yes, all the buildings. You can edit some things. 

Syntax:
        000=GoodGuy,PILE,256,1344,0,None
        ^^^ ^^^^^^  ^^^^ ^^^ ^^^^ ^ ^^^^
         1    2      3    4   5   6  7

1: number
2: owner
3: building type (done with editor)
4: health
5: cellnumber
6: direction (only usefull for Gun Turrets)
7: any triggername it is connected to

12. [CELLTRIGGERS]
------------------
Add these yourself. They are used for activating a trigger if some soldier or unit
crosses 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

13. [WAYPOINTS]
---------------
Waypoints represent cellnumbers. They are used in the section TEAMTYPES.
There are 32 waypoint in total which you can define anyway you like, but 3
are reserved:
	wp 27: default unload cellnumber where the Chinook lands and unloads anything
               it carries with it.
	wp 26: top left corner of the screen you see when the mission starts.
	wp 25: here the yellow flare is dropped (if you want it to).
A '-1' means that the waypoint isn't used at all.

14. [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
2: what should 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 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 attached 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: 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

15. [TEAMTYPES]
---------------
This part contains a lot of unknown things. You can use some default combinations
though. See EXAMPLES at the end of this manual.

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
  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.


Few, are you still with me? Good because you finished it!!!!!!!!!!
Now enjoy some examples.

16. 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



After editing the INI file, insert it in GENERAL.MIX with MIXMAN. 


17. FINAL NOTES
---------------
Well, I guess you should be able to create a fine mission now. Anyway, I did it with
this information! 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'.

Send it to:   j.brunger@a1.nl

Many thanks go out to Andrew Griffin for a lot of information and all those GREAT
guys who made the editors and anyone I forgot but need it.

Good Luck :)
Han Brunger
