Article View: alt.games.command-n-conq
Article #23C&C: general.mix info
From: bu... andrew griffin
Date: Sat, 04 Nov 1995 00:00
Date: Sat, 04 Nov 1995 00:00
270 lines
9696 bytes
9696 bytes
Here is an update of the file I posted a couple of days ago. It contains
a lot more information.
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GENERAL.MIX: SOME BASIC EDITING INFORMATION
Revision 2 5 Nov, 1995.
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This section deals with some basic information that I found out
about the general.mix file after a brief look at it and a bit of
a fiddle around. I'm not going to produce an editor, which is
why I'm making this information public.
--------------------------------------------------------------------
Preliminary general.mix editing notes: (bu...@adam.com.au)
All these abbreviations were found in the game.dat file. I didn't work
out each one by trial and error :)
Available Unit Abbreviations (entered as vehicles in general.mix)
----------------------------
VICE viceroid
FTNK flame tank
STNK stealth tank
LTNK light tank
MTNK medium tank
HTNK mammoth tank
MHQ mobile HQ (*1)
LST hovercraft (*2)
MLRS Nod SSM
ARTY mobile artillery
HARV harvester
MCV MCV (*3)
JEEP Humm-Vee
BGGY Nod buggy
BIKE recon bike
MSAM rocket launcher
APC APC
BOAT gunboat (*4)
TRIC triceratops (*5)
TREX tyrannosaurus rex (*5)
RAPT velociraptor (*5)
STEG stegosaurus (*5)
*1 This is a unit I haven't seen before. Has a little radar thing on
the top (no effect), but has no weapon. Does nothing that is apparent.
[NEW: just received word that you get this when playing capture the
flag and specify vehicles only]
*2 Can't control these. It moves south after a while.
*3 Changing a vehicle to an MCV allows you to build a base in missions
where you normally aren't allowed to.
*4 Haven't tried putting this in. Wonder if you can control it or if it
can move over land.
[NEW: you can't control where it goes; it just moves to the left until
it leaves the screen, then moves right. You can control where it shoots.
It takes no account of what it passes over (can pass over units, hills,
buildings, everything without doing anything [doesn't squash infantry]).
*5 Dinosaurs. No apparent graphics except for their death animations.
[NEW: there are some multiplayer maps with the theme: Untamed Land
that have dinosaurs in them. Haven't played MP C&C yet, so don't know
if we can play these maps.]
There are 4 'houses': GDI, NOD, CIV and JP. These are represented by:
GoodGuy, BadGuy, Neutral and Special.
NEW:
You can set vehicles to be of house Special or Civilian, and if you are
not allies with them (in the Allies field), your troops will attack them,
and they will attack you.
So, it may be possible to have 3 different computer opponents on the
same map (ally them all, or not) and try that. A bit later I'll try and
set up a Special base with a weapons factory and see if it does anything.
Available Infantry Abbreviations (in the [Infantry] section of general.mix)
--------------------------------
E1 minigunner infantry
E2 grenade infantry
E3 rocket infantry
E4 flamethrower infantry
E5 chem warrior
E6 engineer
RMBO commando (*1)
C1 }
C2 }
C3 }
C4 }
C5 } (*2)
C6 }
C7 }
C8 }
C9 }
C10 }
Special Infantry
----------------
Moebius }
Delphi } (*3)
Chan }
*1 RMBO is obviously short for Rambo and represents the commando, although
I haven't tried this out.
*2 These would have to be the civilians (there are 10 different types?).
Again, haven't tried these.
[NEW: yep, these are the civilians.]
*3 The important people encountered (to kill/save) in C&C.
All these abbreviations were found in the game.dat file. I haven't tested
them all out (naturally), mainly focussing on the vehicles. The MLRS is
the nod SSM (what a slow reload time!) which is a bit strange as in the
manual I have, the rocket launcher is caled the MLRS.
Available Building Abbreviations (in the [STRUCTURES] section)
--------------------------------
TMPL Temple of Nod (*1)
EYE Advanced Communication Centre (*2)
WEAP Weapons Factory
GTWR Guard Tower
ATWR Advanced Guard Tower
OBLI Obelisk of Light
GUN Gun Turret
FACT Construction Site
PROC Refinery
SILO Silo
HPAD Helipad (*3)
HQ Communication Centre
SAM SAM site
AFLD Airfield
NUKE Power plant
NUK2 Advanced Power plant
HOSP Hospital (*4)
BIO Biotechnology Laboratory (*4)
PYLE Barracks
HAND Hand of Nod
ARCO Civilian Building (*5)
FIX Repair Bay
V01 }
: } (*6)
V37 }
MISS Technology Centre (*4)
*1 You can't get the nuclear missle just by building this. There is
obviously a check to see whether you can use the nuke.
*2 You can use the Ion Cannon by giving yourself this building. It
doesn't matter which level you build it at (you could convert
the barracks on gdi level 2 to an adv. comm centre to get the ion
cannon on that level).
*3 Don't know if this comes with a helicopter or not if you start with
it.
*4 The special buildings that you encounter throughout C&C. They do
nothing for you.
*5 Just gives the title 'Civilian Building' when the cursor is over it.
Looks like no other civilian building however.
*6 These are almost certainly the civilian buildings (they are in the
correct place for them).
Available Fence Abbreviations (in the [OVERLAY] section)
-----------------------------
SBAG Sandbag
CYCL Chainlink (cyclone fence)
BRIK Concrete (brick wall)
BARB Barbed wire
WOOD Wooden fence
Other Parts of the File
-----------------------
All this information is stored as text, which makes it a bit easier to
read and guess at what it does.
The beginning of each section is marked by a title in [..]'s. Some are
[BASIC], [MAP], [UNITS] etc. [BASIC] seems to come first - there is certain
to be a definite order in which it is decoded.
Stuff in [BASIC]:
CarryOverCap no idea, always seems to be -1
CarryOverMoney the percentage of the money from the previous mission you
get to keep?
Intro the video that gets played as an introduction to the mission
BuildLevel this should affect what you can build, but doesn't seem to??
Theme only for multiplayer maps
Percent no idea
Lose the video that gets played if you lose the mission
Player who you can control? Don't know.
Brief the briefing video that gets played
Action the video that gets played right before the mission (such as
the parachute drop or hovercraft landing)
Win the video played when you win
Stuff in [MAP]:
TacticalPos no idea
Height definitely the height of the map - will probably screw up if
changed without editing the map
Width as above, but for the width
Theatre which graphics file to use - desert, temperate or winter.
Y, X maybe the x and y positions you start at? don't think so.
Then comes [GoodGuys], [BadGuys], [Neutral] and [Special]
They contain:
FlagHome for multiplayer games?
FlagLocation for multiplayer games?
MaxBuildings max. number of buildings that can exist for that side at the
same time?
Allies the people who you don't attack - explains why GDI sometimes
attack the civilians in some missions.
MaxUnits max. number of units that can exit for that side at the same
time?
Quota no idea
Credits amount of money you start with (multiply by 100 to get amount)
Edge no idea? where you start?
Other entries include: [UNITS], [STUCTURES], [TERRAIN], [WAYPOINTS]
and many others.
[STRUCTURES] contains the information about the vehicles that are already
in the game.
They have a number of fields:
A number to specify the building, then
Name, then
Type, then
Hit points (256 gives them max hit points, anything lower means
they are damaged), then
Location
Then another few fields which I don't know about.
Location is stored as a single value, not as (x,y) coordinates. Use the
Width and Height fields to work out roughly where it will turn up. The
numbering starts in the upper left hand corner.
To work out where (x,y) it will appear:
y = abs[(location)]
----------
(height)
x = location - (y * width)
Where abs is the absolute (integer) value of the division
(eg. 3.XXX is 3, 28.899 is 28).
[UNITS] is stored in the following manner:
A number to specify the unit, then
Which side they belong to, then
Type, then
Hit points, then
Location, then
Something???, then
Current action (guard, hunt etc), then
Seomthing??
[OVERLAY] contains information like what type of fences are there. See
"Available Fence Abbreviations" for the available types.
It just contains the location (see above to find where it will appear),
then the type of overlay it is.
Also contains the location of crates. Crate types that work so far are
WCRATE and SCRATE. I don't know if they have set contents or not.
--
Andrew Griffin bu...@adam.com.au
http://adam.com.au/~buggy
BUGGY editors for buggy games...
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From: bu...@adam.com.au (andrew griffin) Subject: C&C: general.mix info Date: 1995/11/04 Message-ID: <309b8131.0@eden.adam.com.au> X-Deja-AN: 118931685 newsgroups: alt.games.command-n-conq,comp.sys.ibm.pc.games.strategic MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit